HWS Configs & EWS Archive

Changelog MK83

A.F.T is currently busy with real life so I took a lot of feedback from the Survey, own observations and player feedback and implemented them.
Keep in mind that I have my own “vision” of PvP here and there (see Torpedos :wink: ). While A.F.T has more PvP experience than me I want to hear more feedback from you guys of what works and what not and change properly then. Thanks again for all Survey participations regarding this!
Last but not least I can’t stress enough that NO Config change has the intention to favorite one faction more than another. That is just blind hate. Our ultimate goal is to have an awesome PvP + PvE experience for everyone!

  • nerfed BA Plasma Turret range from pure 725 to 650 to prevent BA sniping
    the current BA vs BA meta is worse enough

  • SV Rocket Launcher ammo capacity buff from 10 to 15
    to make it a more used weapon again, also for siege attacks

  • SV Rocket Launcher pure damage buff of +300
    to make it a more used weapon again, also for siege attacks

  • SV Rocket Launcher range buff of +85 on planets and +130 in space
    to make it a more used weapon again, also for siege attacks

  • SV Rocket Launcher speed nerf from 215 to 50
    to make it feel like a slow but powerful Torpedo Launcher

  • SV Homing Rocket Launcher pure damage buff of +100
    to make SV vs SV / HV fights faster

  • SV Homing Rocket Launcher damage buff to large Steel and Hardened Steel Blocks of +0.10%
    to make normal SVs vs CVs / Garage ships a bit more useful

  • BA Flak damage buff. They do +0.25% more damage to SVs and HVs
    to fit Flaks more into their “Anti Air” role

2 Likes

Changelog MK84:

  • boosted CV drills damage from 35 to 100
    CV drills should be in my opinion way more powerful and worth the risk to not have the radar map while sitting in the turret. Making Black Hole very lucrative now!

  • CV drill energy consumption from 1 MW to 10 MW Watt
    The exchange for such a powerful tool should be a good design decision regarding generators

  • Alien and Human NPC Blocks no longer give Gold Coins while deconstructing but instead 1 Water Jug (and 1 Xeno Substrate)*
    While it could make sense to “hire” NPCs with Gold Coins it isn’t logical regarding “crafting”. Water and some mysterious Alien component makes more sense. Xeno Substrate only in form of a blueprint > Keep blueprint resource

3 Likes

Changelog MK85:


Gameplay


  • Buff: Handheld Drill T1 damage from 26 to 35

  • Buff: Handheld Drill T2 damage from 35 to 45

  • Buff: HV Drill T1 damage from 25 to 40

  • Buff: HV Drill T2 damage from 50 to 60

    All of the drill boosts were needed imo

  • Change: Kavae Coffee requires now 3 instead of 4 beans
    To be able to craft them at the beginning in the Clone Chamber and overall better imo

  • Buff: Player and Alien Sentry Turrets damage increased
    To make it more fun in MP


Suvival


  • Change: EVA Boost from 190 to 110

  • Change: Insulation Boost (heat) from 5 to 75 (possible to survive lava planets now)
    *finally Insulation Booster make sense and Lava planets are more interesting. You get some sideeffects like -15 cold, more food consumption and slower movement)

  • Change: 2x Spoiled Food requires now Dead Plants (1x small and 1x large)
    Seaweed should be required for Sushi not for rotten Food IMO. Dead Plants were currently not used at all

  • Buff: AutoMiner Devices HP (T1/T2/T3) from 200/400/600 to 5000/6000/7000
    to make the Auto Miner Wars on Armageddon and Homeworld more real

  • Buff: Rate of fire of Alien Laser turrets
    to make them not that of a joke as before and forcing you to dodge more (training for PvP)

  • Buff: Faster Homing of green and red Alien Turrets and bit more damage


PvP


  • Buff: Almost all HP from SV guns and Structure Turrets are increased.
    too many values to list them here. Just check ingame

  • Nerf: SV Homing gun damage 450 to 400
    I still want to see more use of other SV guns

  • Buff: HV Turrets have a slight higher range
    to make them fit more into their role imo

  • Nerf: SV Gatling damage
    to reduce lag shots

  • Buff: SV Pulse gun damage
    to see it more used

  • Nerf: Increased Bullet spread of bullet projectiles for Turrets

  • Buff: Increased SV Plasma gun damage and range a bit

  • Buff: Icreased Rocket damage a bit

  • Buff: Damage, range and homing speed increased for Base Artillery rockets

  • Buff: Damage, speed and range increased for HV Plasma projectile.

  • Change: HV Plasma projectiles do more single damage to Bases but less splash damage to them and SV/HV

  • Nerf: Base Flak projectiles do less splash damage to SV/HV

  • Nerf: Base Plasma projectiles do less damage to ships

1 Like

Changelog MK86:

  • SV / HV Cockpits are now limited to max. 2 per ship
    some guys were creative and built ships only out of cockpits because of the change below

  • SV / HV Cockpits Hitpoints are nerfed from over 1k to ~500
    since I can’t create conditional items in the config you can still build 18+ cockpits. To just prevent abuses (and a possible fix of splash damage for Pilots in cockpits) this was needed

1 Like

Changelog MK87:

Alpha 8 changed tons of stuff. This time it was me doing all the changes and first of all updating to the new format. It took me couple of days…
To point out the most important things:

  • Some drill power got nerfed because we have to test the new planet voxel method first. With the old strong Drill I got too many “missing vertices” in the console. It is still bit more powerful than vanilla but not as in HWS 7.X.X
    Keep in mind that you also have CV Drills now!

  • Water is used for Cement now, which means it is also used for Concrete blocks which means your blueprints need also Water now here and there.
    First of all I decided to stick to reality that Cement needs water and second this was the first version to push Water to a more meaningful resource. It is way too underrated.

  • Rock Dust is used for Glass Plate, thus Blueprints with Windows now. Similar reason to above

  • The Damage of all Turrets is more or less the same as in HWS 7.X.X.
    The only difference is the Blast Radius damage. After I spent almost a whole day testing the impact of Blast Radius damage I approved that this is causing your Client to FPS lag, Disconnect or even crash.
    Hence I nerfed the Blast Radius of almost all projectiles a little bit. It’s still splash damage but before it was too much for an Alpha Game to handle. I hope this change is noticable in bigger fights

  • We have now officially a Semi Auto Shotgun with 10 rounds! Grab your Epic Shotgun and give it a try! You will like it for sure :slight_smile:

  • Craft Times and Ingredients got slightly increased to fit better to our HWS late game story

  • Camera Shake got set to Zero for everything! I do not support this harlem shake non-sense for the cost of people with motion sickness!

  • Stack Size got adjusted to our NPC Trader template which means that all Device stacks are set to 100. While this boosts finally some items like containers this also nerfs items such as Constructor and Generators from 999. I saw the intention behind 1er Stack Sizes but think it’s too heavy. 100 however should keep the spirit to not spoil your blueprint factory any time but keep some inventory space decisions still legit.

6 Likes

Changelog MK88:

After the Alpha 8 launch we got a better picture of what works on HWS and what not. While the PvP meta is still not that point in discussions other things are:

  • REVERTED “Component based Repair to Blueprint” instead of “Ingot based R2BP”.
    Even though bugs might get fixed about R2BP is not running while you are away in the next patch and I was one of the guy recommended to only use Ingots as input for repairing, I will run this test here on HWS to see if the Component way isn’t the better way. Because on MP you have big ships and ingots in its raw format is not very futuristic. I like more the component “repair & garage” logic. See a little comparison below with the same damaged SV and the time difference (56 seconds instead of 2:08 minutes). Please post in the forum or PM over the next week if it’s better than now or not. Thank you.

  • Added Water as base item to be allowed on R2BP (oversight from me)

  • Nerfed the hitpoints of the Bomber Drone to 15000
    Before it was 50000 and caused “Zombie Bomber”, they didn’t die even though the tag was white. Vanilla is 10000. I wait until this bug get fixed to offer a real challenge even to PvP guys

  • Added all type of Thrusters to be able to be repaired / placed if stuck in Pole or other Land Claim Zone
    we can allow / disallow certain items in the Land Claim Zone. For example to not place HV turrets but HV RCS to be able to fly away in an enemy Land Claim Zone

  • Changed max. Solar Panels to 25
    As announced elsewhere already. Vanilla is 15 but this is based on small universes with all playfields near the sun. Since Strayom Sector is very far out from the sun we try to compensate the efficiency here a bit

3 Likes

Changelog MK89:

  • Changed: Hangar Doors and Shutter Doors hitpoint. From 3000-8000 down to vanilla hitpoints
    They got abused in certain blueprints as damage absorber which was not intended
1 Like

Changelog MK90

General

  • Implemented a new “Effectiveness Weapon System (EWS)” to HWS

  • Unified / Clustered Weapon Reload time + Rate of Fire

  • Display now Hitpoints and Mass to all Blocks for convenient reasons

  • Increased all Cockpit Hitpoints and Mass by x2

  • Increased Hitpoints of Steel Blocks S from 50 to 100 to match all other Tiers upgrades

  • Increased Hitpoints of Truss Blocks S

  • Increased Windows Shutter Blocks L Hitpoints and Mass

  • Increased Xeno Blocks Hitpoint to Combat Block value (hence removed from OCD)

  • Readded CameraShake from vanilla. Turn it off in your Game Settings if you don’t like it.

  • Rebalanced some EnergyIn values

  • Reduced Armored Window Blocks L Hitpoints

  • Reduced Xeno Blocks Mass (hence removed from OCD)

  • Reduced Hardened Steel Blocks S Mass

  • Reduced Window Shutter Blocks S Mass

  • Reduced Erestrum Gel craft cost amount for SV / CV rockets

  • Reduced max. Light Count to 61
    (Reason: Too many lights are a massive strain to the Client (your) performance. Growing lights for your farm are not counting towards this limits!)

  • Removed Auto Fire from T2 Rocket Launcher

  • Removed Survival Tent since it has no use in MP but irritated players

  • Removed Minigun Turrets, Cannon Turrets and Gatling Gun from target system
    (Reason: a lot faster and less lag PvP fights because turrets do not “search” for the decoy targets anymore, because player have buried them in their big layers of armor. It also force you to actively kill all remaining Minigun / Gatling weapons manually in case they still do damage)

HV

  • Pulse and Plasma Turrets have automatic fire now (using manually)

  • Increased HV Booster Engine Energy Consumption

  • Increased HV Drill radius

  • Reduced HV Minigun Turret Hitpoints

SV

  • Increased Plasma projectile speed, Rate of Fire and damage

  • Increased Plasma Cannon weapon Energy consumption

  • Increased Plasma Cannon Charge craft cost

  • Increased Pulse Laser Rate of Fire, damage and Reload time

  • Increased Pulse Laser weapon Energy consumption

  • Increased Railgun projectile speed and range and Rate of Fire

  • Increased Gatling weapon damage and Rate of Fire

  • Increased Rocket damage

  • Increased Homing Rocket Damage

  • Increased Wings Hitpoints and Mass and craft cost

  • Increased Plasma Rate of Fire

  • Reduced weight on some SV guns

  • Reduced Gatling Gun reload time

  • Reduced Railgun reload time

CV

  • Retracted Turrets have 20% more Hitpoints

  • Pulse and Plasma Turrets have automatic fire now (using manually)

  • Increased Pulser Laser amount from 6 to 12

  • Increase Rocket Launcher amount from 4 to 8

  • Increased Pulse Laser damage and Rate of Fire

  • Increased Rocket Launcher Rate of Fire, Damage and Homing speed

  • Increased Pulse Laser Turret damage

  • Increased Plasma Turret projectile speed and Rate of Fire

  • Increased Drill damage

  • Increased Drill radius

  • Increased Drill Energy consumption

  • Increased Multi Turret Rate of Fire a lot

  • Increased Flak Turret damage

  • Reduced Hitpoints of CV Cannon and Minigun Turrets

  • Reduced Plasma Turret reload time

BA

  • Pulse and Plasma Turrets have automatic fire now (using manually)

  • Increased Flak Turret damage

  • Increased Rocket Turret damage

  • Increased Pulse Laser Turret Rate of Fire

  • Increased Plasma Turret Rate of Fire

  • Increased Concrete Armored Blocks Hitpoints

  • Reduced Hitpoints of BA Minigun Turret

Mining / Utility

  • Increased Drill T1 speed, damage and range
  • Increased Multi Tool speed a lot
  • Increased Hitpoints of Large Ammo Boxes a bit

Player

  • Rocket Launcher T2 is now a “RPGH-7” Rocket Launcher with 1 shot, homing and 6 seconds reload time but heavy damage and fast travel time

  • Plasma Cannons shoot automatic now

  • Reworked Pulse Rifle stats

  • Reworked Laser Rifle stats

  • Reworked Laser Pistol

  • Reworked Assault Rifle

  • Reworked Sniper

  • Rebalanced Insulation Boost

  • Increased Multi Tool damage

  • Increased Plasma Cannon Cell craft cost, Rate of Fire, Ammo capacity

  • Increased Explosives Stack Size to 10

  • Increased Explosives Damage

  • Increased Epic Rocket Launcher (our version of a STINGER with 7 auto-shots) damage (it’s an Anti-Vessel defense weapon now, no joke)

Alien

  • Increased Alien Laser Turret Rate of Fire

  • Increased Alien Space ION Cannon Turret Blast Damage

  • Increased Laser Drone damage

  • Reworked and adjusted all Alien Turrets and Alien NPCs to the EWS system

    • All except ION Cannons have 50% more hitpoints than player turrets
    • ION Cannon green has the same hitpoints as the player Plasma turret
    • ION Cannon red has the double amount of hitpoints
8 Likes

Changelog MK91

The first positive feedback from few players came in regarding the latest changes, especially about EWS - thanks a lot! But the Config is always subject of change and so we have another few changes after some tests, feedback and updates.

General

  • Fixed that weapons made too less damage to rocks

SV

  • Increased Rail Gun damage (to take out BAse / Alien Turrets faster)
  • Increased Rail Gun Magazine Capacity: from 15 to 20 (to be able to take out 2 Alien Turrets in one round)
  • Increased Rail Gun range on planets and space (to make them even more effective)
  • Increased Rail Gun ammo craft cost slightly (to justify the boosts and make you careful to not waste the important shots)
  • Increased Pulse Laser Magazine Capacity: from 150 to 250 (to let you more enjoy the spray and pray effect but resulting in fast empty ammo boxes)
  • Increased Homing Rocket damage a bit

CV

  • Increased Rocket Launcher damage, Rate of Fire and range a bit (to make them more powerul to use)

CV & BA

  • Rebalanced Cannon Turret for EWS:
    • New: Effective against Metal Hard and Hull
    • Old: Effective against Head and Body
      In combination with CV Cannon Turrets are able to shoot on planets this creates more strategic gameplay to take out SVs / Turrets and give them a better separation from Minigun Turrets

Handheld Weapons

  • Reworked some guns after testing them in more detail
    • Pistol (EWS changes)
    • Pulse Rifles (EWS changes)
    • Rocket Launcher (EWS changes)
    • Assault Rifles (EWS changes)
    • Shotguns (Range + Damage changes)

Aliens / NPC

  • Boosted almost all NPC / Alien Hitpoints greatly (to reflect the EWS changes and make you force to pick the proper weapons against certain enemies to kill them faster)
    • Before you could kill a Ice Golem with a pistol without hesitation. Now, you would have to run + shoot at the Ice Golem with a Pistol probably a whole Class 2 planet long.
    • My favorite POI loadout: Epic Pulse Rifle => for Turrets, Doors, Spawners + Epic Shotgun => close combat killer + Epic Assault Rifle or Epic Laser Rifle or Epic Minigun => Spray and Pray Aliens

    Some Aliens / NPC are now supposed to be real END BOSSES! Prepare for a new survival / PvE adventure!

11 Likes

Changelog MK92

Because of the upcoming Atlantis planet, underwater will be new defined - hence some changes :wink:

BA

  • Increased ROF of Base Artillery from 10 to 9

  • Reduced Player Sentry Gun Hitpoints from 500 to 250

Aliens / NPC

  • Rebalanced Alien Turrets - hitpoints were too high and some damage / ranges needed adjustments.

General

  • Reduced Core Crafting Cost

  • BA / CV Fridges give you -50 °C if you stand on top of them - might be useful for some hot planets :hotsprings:

Handheld Weapons

  • Allow Epic Laser Rifle and Epic Plasma Cannon to shoot underwater

  • Rebalanced Drills. Epic Drill is really epic with very high rate of fire and damage but fast degration speed. Together with the Epic Heavy Armor one of the hottest items in HWS 8.X.

  • Increased Sniper T1 damage from 100 to 200

  • Increased ROF and Damage of Survival Tool

  • Reduced Ammo Capacity of Sniper T1 from 6 to 3

  • Reduced Assault Rifle Damage of T2-T3 from 70-100 to 60-80

  • Reduced degradation speed of Epic Assault Rifle - it was too high

  • Fixed Plasma Cannon doing too less pure damage

3 Likes

Changelog MK93

Because of some new HWS Garage ships (still evaluating) I changed one EWS attribute.

SV + HV

  • Homing Rockets do also effective damage to Armored Concrete Blocks now (effective against the Phantasm Garage SV ship)

General

  • Increased stack size of many Food templates to 100.

Aliens

  • Nerfed Sentry gun range

Handheld Weapons

  • Allowed also Epic Rocket Launcher to shoot under water now
1 Like

Changelog MK94

  • Implemented the material info to all possible items to know better what and how the EWS is affected by. Thanks to @lirezh for the suggestion.
    image

  • Reduced Degradation of Epic Drill a bit, to make it last longer.

  • Preparing a massive Thruster rework for the upcoming changelog. Jet Thrusters for example are currently totally useless / wasted. Soon you have to make great decisions to use big Thruster for better stats but other weaknesses, etc.

3 Likes

Changelog MK95

It was quite silent for long time, sry. There are still big topics on the plate. For example Thruster Jet rework, improving PvP / Raycast rendering.
This is just a little “fix” about Explosive Blocks. I warned Eleon before they implemented them, that there might be interesting situations. The latest one triggered a discussions about killing players in PvE with these blocks.
In general Explosive Blocks can’t be crafted. Players put them in their BPs in creative mode and spawn them on HWS.
This should be over now. Explosive Blocks are only reserved for POIs.

  • Blueprints with Explosive Blocks built-in can’t be spawned on HWS anymore
4 Likes

Changelog MK96 (for HWS 9)

After hands down 6 hours straight, I updated the HWS Config to Alpha 9 (not including the tests). Comparing thousands of lines with new <> old config is very tiresome.
While we keep the Volume system (and CPU Unit system) off for now, we are free to change the values as we see it fits later on.
Along the way I changed some other things for HWS 9. (looks more than it is)

Note: All changes are based on many Twitch streams, Youtube Videos, chats, forum posts I saw from you.

Player

  • Improved slightly all Hand-held weapons. (Reload Time, Spread, Range, Damage) Level 10 enemies will be tough nevertheless - make use of our EWS. (please give me feedback nevertheless how Level 10 enemies are. Should we make them godlike or keep them as they are now?)
  • Reduced some degradation values from Hand-help weapons (Epics mostly)
  • Changed the Recoil values for some Weapons
    Please let me know how they feel in HWS 9

Ships

  • Increased the Projectile Speed of all guns slightly
    The less time traces travel in the Unity run-time, the better the performance
  • More performance gain by reducing tracer bling bling per bullet (e.g. Gatling, Cannon)

SV

  • Reduced some weight of some SV guns
  • Increased SV Homing Rocket Range slightly
  • Reduced damage of SV Rail Guns slightly
  • Reduced range of SV Rail Guns slightly
    to make it a bit more challenging to dodge the range of Base turrets
  • Reduced damage of SV Pulse slightly
  • Removed Effectiveness of SV Homing against Concrete blocks.
    Active Bases should become more meaningful in HWS 9. Nevertheless a good coordinated attack should still be a threat to any base
  • Reduced Reload Time of Dumb SV Rocket Launcher
  • Dumb SV Rocket Launcher is effective against Rocks/Stones/Terrain
  • Increased damage of SV Homing Rockets slightly
  • Started to rework the (useless) Jet Thruster in terms of Force power / Energy consumption / Cost

HV

  • Reduced ROF of some turrets slightly to improve Frames per Second
  • Reworked HV Rocket Turrets.
    HV Rocket Turrets have their dedicated missles / ammo finally (before they shared the same stats as the SV Homing Rocket). That means I can implement my planned idea, that HV Rockets have a similar function as Rail Gun: killing other turrets / Guns / Devices. Good HV design matters even more again and allows me to create dedicated HV vs HV Deathmatch events in HWS 9.
  • Increased damage of HV Artillery Turrets slightly
  • Increased projectile speed of HV Artillery Turrets slightly
  • Reduced HV Artillery Turret Reload Time slightly

CV

  • Reduced ROF of some turrets slightly to improve Frames per Second
  • Increased CV Plasma Turret reload time slightly
  • Increased ROF of CV Artillery Turret slightly
  • Increased Plasma Turret projectile speed in Space
  • Overall adjusted all CV Turrets / Guns in Space
    some numbers were really off until now. “Spam” turrets forces you in closer combat, Plasma and Artillery have the highest range with 1000-1100. Alien Turrets and especially Player space bases will shoot back properly now

Base

  • Reduced ROF of some turrets to improve FPS slightly
  • Increased the Projectile Speed of all turrets slightly
  • Increased damage of all turrets slightly to compensate the ROF
  • Increased Hitpoints of Armored Doors
  • Increased ROF of Artillery Turret slightly
  • Increased Turret ranges in Space

Aliens

  • Aligned the Turret Ranges properly in Space

Stuff

  • Added a new EWS column: Rocks/Stones/Terrain

  • Reduced Erestrum Gel craft cost

  • Reduced RailGunBullet craft cost

  • Adapted few things from Eleon for the new items (for now)

  • Reduced HV Plasma ammo craft cost

  • Set Return Factor of Deconstructor to 90% (still more than the 80% Multi Tool but I am highly against Eleons decision about that device. In no game you have a 100% return rate of an already used product. Maybe for their Single-player it’s nice, but I want a natural flow of interaction outside the infinite Recycler Loop Device in Multi-player)

  • Changed most frequent items to 1000 stacks for certain reasons.

  • Prepared a Pre-HWS Volume / Pre-HWS CPU system (again: still deactivated but we will change Eleons numbers)
    Together with your feedback we make use of these overall nice features. It should not feel like a punishment or inconvenience but rather motivate good designers and role players to fill their spot in HWS. Trader for example can focus on large transporter ships but have no CPU left for turrets anymore. They would hire Protection Patrols then. The other way around, a Fighter can’t grab millions of cargo.
    For example: Normal Core starts with 15000 CPU. Alien Core with 30000 CPU.

9 Likes

Changelog MK97 (for Alpha 9.3)

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.
This patch is about a slow shift to a new Meta, advertising faster battles and motivating more skill as well as refinements after Alpha 9 observations.

Note: for many items HWS uses double as much hitpoints as the Vanilla game. -10% is in most cases still more than Vanilla.

Player | Guns

  • Implemented the Personal Pistol Player Drone for your T1 & T2 Pistol
    If you press F5 and have the regular Pistol equipped you will shoot with it where the F5 Drone is looking at. This should create some interesting situations while not being too overpowered. Turrets will kill your F5 Drone.
  • Integrated a CZ75 from Counter Strike to HWS Empyrion: the Epic Pistol
    Pistols have a hard time in Empyrion in the first place. The progression is too fast to make use of them and skip them right away for Rifles. With that change you have a cheap alternative to Rifles with moderate damage.
  • Allow use of Chainsaw under water
    Will be useful for coming missions
  • Increased Pistol T1 damage from 42 to 50
  • Increased Pistol T2 damage from 50 to 60
  • Increased Epic Pistol damage from 62 to 70
  • Increased Epic Sniper Range by 10%
  • Increased Epic Sniper Damage by 50%
  • Increased SniperT2 Damage from 150 to 250
  • Increased Assault Rifle damage from 40 to 50
  • Increased Plasma Cannon Ammo Capacity from 5 to 7
  • Increased Epic Laser Rifle ROF from 0.25 to 0.15
  • Increased Epic Laser Rifle Ammo Cost
    While this gun is (even more) powerful, the Ammo cost additionally Fuel Packs now.
  • Increased Epic Assault Rifle damage from 80 to 100
  • Reduced Assault Rifle Recoil from 0.6 to 0.3
  • Reduced Pistol Recoil from 0.8 to 0.5
  • Reduced Pistol T2 Recoil from 0.5 to 0.4
  • Reduced Epic Pistol Recoil from 0.5 to 0.3
  • Reduced Plasma Cannon Recoil from 3.0 to 2.0
  • Reduced Plasma Cannon Reload Time from 7 to 5 seconds
  • Reduced Laser Rifle Reload Time from 4 to 3.5 seconds
  • Reduced Epic Laser Rifle Recoil from 0.25 to 0.15
  • Reduced Epic Minigun Recoil from 0.2 to 0.15

Player | General

  • Changed Volume Capacity of your backpack / inventory:
    • Light Armor: total of 10000
    • Medium Armor: total of 50000
    • Heavy Armor: total of 100000
    • Epic Armor: total of 300000
      In preparation for the Volume Activation in the future that should be our baseline for now. While the fa:supply package level 1 might get adjusted a bit nevertheless it will give you great decision possibilities in your Armor + Boost choice. An Epic Armor is already so powerful in other ways, that you might want to downgrad to a Heavy Armor + 4 Mobility Booster to be a walking Cargo monster.
  • Changed Multi Boost and Mobility Boost:
    • Add Volume Capacity to Multi Boost of 10000
    • Add Volume Capacity to Mobility Boost of 100000
      The maximum Volume Capacity with a Heavy Armor and 4 Mobility Booster will be 500k.
  • Increased Armor Boost Armor value from 54 to 100

Ships

  • Reduced hitpoints for almost all building blocks by -10%
  • Reduced hitpoints for all Turrets by -10%
  • The Xeno Blocks are excluded from the overall -10% change.
    With the highest hitpoints of 2000 they are the way to go for ships now.
  • Reduced hitpoints of all guns by -10%
  • Reduced hitpoints of Warp Drives by -10%

SV

  • Increased ROF of Rocket Launcher by 10%
  • Increased Rocket Launcher Ammo Capacity from 15 to 20
  • Increased Homing Rocket Launcher Range by 10%
  • Increased Range of Pulse Laser by 5%
  • Implemented Automatic fire for all missing SV weapons (Rail Gun, Rocket Launcher, Homing Rocket Launcher)
    Thinking about SV battles I find it quite annoying to spam the left mouse button all the time you want to shoot. While it forces you to aim more carefully now, it should also equal more the gap between Macro users, because a weapon switch works like a left mouse button
  • Reduced range of Railgun by -10%
    The balance of damage vs profit is still too high against bases. Turrets are that buggy / slow that you can take the turrets easy out before they even recognize you in MP.
  • Reduced Plasma Cannon range by -5%
    Similar to above except that HVs and terrain rendering in MP is also buggy, hence HVs are stuck sometimes. Making it devastating to destroy them with SV plasma

HV

  • Increased Plasma Turret ROF from 2 to 1.7
  • Increased Plasma Turret Projectile speed by 5%
  • Increased Plasma Turret Range by 10%
  • Increased Rocket Turret Range by 10%
    191m was just too short in the terms of the role of an Anti-SV turret with their own new rocket ammo.
  • Increase Rocket Turret ROF by 20%
  • Fixed Rocket Turret ammo EWS damage
    Only the splash damage had the correct EWS types

CV

  • Increased Rocket Launcher Ammo Capacity from 15 to 20
  • Implemented Automatic fire for Rocket Launcher

Base

  • Reduced hitpoints of all Turrets by -10%
  • Reduced damage of all Turrets by -5%

Aliens & NPC

  • Adjusted all Health values to a x2 factor of Vanilla
    Previously it was quite insane for some NPCs or Aliens. The Armored Golem had for example 30000 health. With the new level system, a level 10 Armored Goldem would have 60000 Health
  • Reduced damage of all Turrets by -5%

General

  • Changed the Player Core hitpoint from 250 to 200. Keep Alien NPC Core to 250
    Alien Technology should become in the long-term something Player thrive to. Motivating also to do the new PDA missions which give one Alien NPC Core as reward.
  • Reduced hitpoints of Large Ammo Container from 170 to 150
  • Reduced hitpoints of Ramps by -10%
3 Likes

Changelog MK98

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.
This patch is about making SV fights more enjoyable and shift ammo convenience in the foreground as well as adjusting the Core hitpoints to reduce “lagshot” K.O.'s.
Very good observations were made during the new Deathmatch events!

SV

  • Increased Rail Gun Range by 15%
  • Increased Rail Gun Projectile Speed by 50%
  • Decreased Rail Gun ROF by 50%
  • Decreased Rail Gun Reload Time by 25%
  • Increased Rail Gun Ammo Stack Size from 500 to 1500
    The Rail Gun is a hybrid gun of luck shot in dog fights and Device cleaner. These changes should push it more in the skilled dog fight category but prevent click-and-hold Device cleaner actions

  • Increased Gatling Gun Range by 50%
  • Reduced Gatling Gun Bullet Spread by 15%
    The Gatling gun needed a bit of more attention regarding prefab ships

  • Increased Plasma Gun Projectile Speed by 50%
  • Increased Plasma Gun Ammo Stack Size from 500 to 1000
    Similar to the Rail Gun, this change should boost the SV vs SV capabilities

  • Increased Pulse Laser Damage by 15%
  • Increased Pulse Laser Ammo Stack Size from 500 to 1000
  • Increased Pulse Laser Reload Time by 30%
  • Reduced Pulse Laser Ammo Capacity from 250 to 200
  • Reduced Pulse Laser Ammo Promethium Pellets requirement from 3 to 2
  • Removed CobaltAlloy from Pulse Laser Ammo crafting
    It’s the most popular SV vs SV weapon. Legends and myth are spread around about it. These changes should make it a more consistent SV vs SV gun but prevent the absolute dominance over other SV guns and control the ammo management

  • Increased Homing Rocket Launcher Damage by 15%
  • Increased Homing Rocket Launcher ROF by 15%
  • Increased Homing Rocket Launcher Range by 10%
  • Increased Homing Rocket Launcher Ammo Stack Size from 300 to 500
    Since EWS this gun looked for a name. These changes should give him a legit role near the Pulse Laser and boost SV vs SV dog fights

  • Increased Rocket Launcher Ammo Stack Size from 300 to 500

General

  • Ammo Stack Size consistency:
    • Bullet Projectiles = 1500
    • Plasma + Laser Projectiles = 1000
    • Light Rockets = 500
    • Heavy Rockets = 100
  • Increased Player Core hitpoints from 200 to 500
  • Increased Player Core CPU limit from 15000 to 25000

  • Increased Alien (NPC) Core hitpoints from 250 to 600
  • Reduced Alien (NPC) Core CPU limit from 50000 to 30000
    While EWS and HWS boost the values of items, the Cores suffered a bit from it. While technically there should be no lagshots around anymore, the splash damage could ruin some great dog fights too quickly. As said in the previous HWS Config patch Alien Devices should get a +20% boost in certain values, motivating to achieve them.
5 Likes

Changelog MK99 | Active with the next restart

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

My tests about HV vs SV were not good enough. This patch should address this and some other observations.

Player | Gun

  • Decreased Epic Rocket Launcher Reload time by 10%

Player | General

  • Decreased Speed nerf from Armor Boost from -0.06 to -0.01

SV

  • Fixed Homing Rocket Launcher EWS
    Forgot to remove the 10x from Concrete

HV

  • Increased Rocket Turret range by 50%
  • Increased Plasma Turret range by 25%
  • Increased Artillery Turret range by 10%
    With MP lag and good Pilot skills you could avoid HV shots quite easily. This should make HVs more reliable against the agile Fighters
4 Likes

Changelog MK100 | Active with the next restart

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

Finalizing the ranges of HVs and BAses. All of that was needed because Alpha 9 changed the way Atmosphere is calculating the final ranges of weapons.

HV

  • Increased Artillery Turret range by 5%
  • Decreased Rocket Turret range by 5%

BA

  • Increased Cannon Turret range by 55%
  • Increased Pulse Turret range by 15%
  • Increased Flak Turret range by 10%
  • Increased Plasma Turret range by 15%
  • Increased Artillery Turret range by 15%
2 Likes

Changelog MK101 | Activated 25 minutes ago

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

This is a small convenience patch I forgot to push earlier.

General

  • Increased O2 Bottle (Large) Stacksize from 50 to 1000
  • Increased Small O2 bottles Stacksize from 50 to 1000 & 25 to 50
  • Added Stacksize 1000 to more Blocks
2 Likes

Changelog MK102 | Active with the next restart

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

Adjusting more stack sizes and improving the Tool Turrets for HVs and CVs.

General

  • Increased (Pentaxid) Crystal Stacksize from 300 to 1000
  • Commodity item stack sizes adjusted to 5
    After a lot of thoughts the Volume system is so difficult to handle on HWS that it won’t be turned on for quite some time. However the Commodity item stacks were so inconsistent and weird that I implemented a kind of own “Cargo System” to them. Regulating mass trades and forcing better organization of your travel routes.

HV

  • Fixed MaxCount for Drill- / Tool Turrets. You should but couldn’t place 4 of them. Now you can.
  • Boosted the Tool Turret significantly (Range, Damage, Rate of Fire)
  • Decreased Return Rate from 80% to 70%
    Even though you only pay with energy and had a 80% return factor instead of the 33% of the Handheld Multi Tool, the Tool Turret was too weak / time inefficient to make really use of it.
    This change made it even better than the handheld Multi Tool but adjusted the Return Factor slightly as a compromise.

CV

  • Boosted the Tool Turret significantly (Range, Damage, Rate of Fire)
  • Decreased Return Rate from 80% to 75%
    Even though you only pay with energy and had a 80% return factor instead of the 33% of the Handheld Multi Tool, the Tool Turret was too weak / time inefficient to make really use of it.
    This change made it even better than the handheld Multi Tool but adjusted the Return Factor slightly as a compromise.
3 Likes