When scrapping a derivative module, there is now a chance to obtain a corresponding mod kit, making it easier to modify modules.
The probabilities are as follows:
- When destroying a derived module (regardless of whether it's enemy or ally): 10%
- When recycling a derived module whose base module has already been analyzed: 32% (7 HP damage) to 75% (no damage)
- When recycling a derived module whose base module hasn't been analyzed yet: 11% (7 HP damage) to 25% (no damage)
New Features
- 🐈A mod kit will now drop with a chance when a derived module is destroyed or recycled.
- 🐈CATs for the DPS simulator can now be selected in the combat simulator.
- 🐈Added a feature to view detailed information via tooltips for battle logs, such as module damage and repair.
- Added System Defense +40 skill.
Other Modifications
- Made System Defense +20, which was previously exclusive to bosses, learnable by player pilots.
- Reduced CP cost, price, and learning difficulty of System Defense +10 and System Defense +20.
- Adjusted the parameters of drives (mainly increasing evasion).
- If your evasion rate exceeds 100% and surpasses the opponent's hit rate, evasion is guaranteed (previously, there was a minimum 1% chance to hit).
- Changed controller button assignments during the deployment phase.
- Added support for skill reordering.
Bug Fixes
- 🐈Fixed: The joining event for Bistre will reoccur even if he is already in your team.
- 🐈Fixed: Modules that should be unobtainable can be obtained via Restoration EXE or terminal effect.
- 🐈Fixed: The selection state of the sell/recycle quantity selection radio button is not maintained.
- Fixed: Damage logs for Laser Fences are split into two.
- Fixed: AP loss on a user caused by Assault Armor is not logged.
- Fixed: When an unlock all object effect occurs via a Terminal, Vending Machines are not affected.
- Fixed: When a shutdown effect occurs via a Terminal, even harmless objects are being shut down.
Changes marked with 🐈 were inspired by user feedback. Thank you for your participation!