Shattered Void
Shattered Void 0.9.18
Version Date
Dec. 3, 2025
Patch Notes
0.9.18.0.0 Elite mobs changes. Modularity. Dreadnoughts
Eliteness
- [p]Eliteness in the system now increases over time and from the number of killed mobs.[/p]
- [p]The increase directly depends on the time when elite mobs start to appear, and therefore depends on the sector.[/p]
- [p]To prevent weaker players from being hindered by the sharply increasing difficulty, the increase is also tied to the number of killed mobs.[/p]
- [p]Along with the increase, more items drop from mobs.[/p]
- [p]The higher the eliteness is increased, the greater the chance of an elite mob appearing.[/p]
- [p]The chance of eliteness gradually increases along with the strengthening of mobs. Starting from a base chance of 10%, it will become 20% after 1 hour, 35% after 2, 50% after 3, etc.[/p]
- [p]Changes in the application of effects:[/p]
- [p]Structure[/p]
- [p]Now gives 1.5 times less health increase.[/p]
- [p]Armor[/p]
- [p]Minimum armor value has been reduced from 20 to 16, but is now increased by the strength modifier.[/p]
- [p]At low modifier values, the ship is also given resistance to armor strip for a more gradual increase (up to 50% of resistance if armor is 0 after the boost).[/p]
- [p]Rate of Fire[/p]
- [p]Now instead of a direct decrease (4 sec - 50% = 2 sec) there is an infinite decrease (reload / acceleration (4 sec - 100% = 2 sec)).[/p]
- [p]The mob now receives as much energy generation as the reload acceleration on guns requires.[/p]
- [p]The effect now also applies to droids.[/p]
- [p]Base Damage[/p]
- [p]Damage modification now takes into account only half of the modifier (if previously the base damage would have risen by 100%, now 50%).[/p]
- [p]The mob loot modifier (for difficulty) remained unchanged.[/p]
- [p]The effect now also applies to droids.[/p]
- [p]Speed[/p]
- [p]Now also provides a minor damage increase effect for the attack radius.[/p]
- [p]Sniper[/p]
- [p]In addition to increasing the radius, the mob receives full resistance to slowdown and a decrease in flight speed.[/p]
- [p]The effect now also applies to droids.[/p]
- [p]Random Items[/p]
- [p]For every 100% of difficulty, mobs can carry 1 more item.[/p]
- [p]The loot boost modifier per item has been reduced by 25%.[/p]
- [p]Removed items that allow mobs to reset a target's defense/block attacks from the possible items. All such items will only spawn on ships of the factions that own them.[/p]
- [p]Changes[/p]
- [p]Removed the disregard for the last player who entered the system to block the reset of the elite time.[/p]
- [p]Instead, any entry into a location removes 10% of the elite time in it, plus the start time of elite mobs.[/p]
- [p]Fixes[/p]
- [p]Eliteness on Damage no longer worsens the stats of ships' weapons with each new boost.[/p]
- [p]Weapons/droids that were added by elite now correctly use ammo if they need them[/p]
[p][/p][p]
We are looking for feedback on the difficulty of the new elite and any ideas for improving the difficulty.[/p][p]
[/p]
Modules
- [p]Module "Targeting CPU-core" received an increase to its main stat by 1.[/p]
- [p]Added the following types of changes to modules:[/p]
- [p]Projectile speed (both absolute and percentage values).[/p]
- [p]Many modules received this effect.[/p]
- [p]Added 4 new speed-related modules.[/p]
- [p]Weapon type requirement[/p]
- [p]Received 3 new modules.[/p]
[p]
[/p]
Dreadnoughts
- [p]Added Dreadnought ion engine upgrades.[/p]
- [p]Each level adds +50% thrust and reduces relative energy consumption (increases productivity) by 5%.[/p]
- [p]Fixed an issue with the Dreadnought's position when taking off from a station if the station was created later then Dreadnought.[/p]
- [p]Stickers on the Dreadnoughts now load correctly.[/p]
- [p]You can no longer board a Dreadnought without landing access.[/p]
- [p]Fixed an issue where the player was offline when the Dreadnought jumped and was not teleported to the system where the Dreadnought is now located.[/p]
- [p]Dreadnoughts can now travel through taxable portals.[/p]
- [p]Price depends on the size and weight of the Dreadnought.[/p]
- [p]Added station access, allowing Dreadnoughts to dock at a shipyard.[/p]
- [p]You can now enter the Dreadnought directly from a station, without going through the "build station-module internals-enter" sequence.[/p]
[p]
[/p]
New
- [p]Added a droid flight animation.[/p]
- [p]Added the ability to charge the "accumulators" item at the station.[/p]
- [p]Charging costs 10,000 energy and is done in the "accumulator" station module. This creates a "charged accumulator" instead of an accumulator, which can be used as energy source for the station's reactor.[/p]
- [p]There is a 1 in 1,000 chance that the accumulator will break after use.[/p]
- [p]The accumulator module at the station charges "accumulators" once every (10 - module level) seconds.[/p]
- [p]The station reactor has received the ability to overload itself.[/p]
- [p]This operating mode exponentially increases damage to the module and energy consumption of the fuel (in the case of using accumulators, damage and consumption are slightly lower).[/p]
- [p]Overdrive does not work on energy cells from the donation shop.[/p]
- [p]Added a catalog of crafts.[/p]
- [p]Added a booster for the reputation block.[/p]
- [p]Unique mobs now have personal and visually modified ships.[/p]
- [p]Added the ability to reflect stickers along the X/Y axes for greater ease of applying asymmetrical stickers.[/p]
- [p]Added a new sticker.[/p][p][/p]
[p]
For the entire 12th month, a unique mob will fly throughout Sector 3, which scatters resources across locations and will give significantly more resources when killed.[/p][p]
Catch it in time![/p][p][/p][p][/p]
Changes
- [p]The math for approaching ship's target has been changed.[/p]
- [p]Viewing the station modules catalog has been closed without a fabricator to reduce the number of tabs that are difficult to understand for the player at the beginning of the game.[/p]
- [p]Removed the hint about boosters when opening the tab with them in the donation shop.[/p]
- [p]The cost of the spawn changer in the donation shop has been reduced from 40 to 30.[/p]
- [p]Removed the possibility of spawn changers dropping from Xeno BC, Caan Palaven, and Infiltrators.[/p]
- [p]In case of a login error, caused by a blocking of incoming data on the client side, a window with recommended actions and a way to contact technical support is displayed.[/p]
Quests
- [p]The frame for quests has become animated for greater visibility when completing.[/p]
- [p]The quest "Caan 1" has been moved from Sector 1 to Sector 2, and its auto-skip upon reaching level 12 has been removed.[/p]
- [p]Quests now show one of the types of ships needed to be destroyed in the image window.[/p]
- [p]When switching pages in quests, the frame for quests is no longer forcibly turned off.[/p]
- [p]Multiple minor changes to quests to better match their importance and racial component.[/p]
- [p]Modularity quests have received a small help in the form of tutorial panels.[/p]
Appearance
- [p]When registering, the arrows for switching the race selection now blink for their visibility until the first press.[/p]
- [p]The chat icon now also has an animated frame when private messages arrive.[/p]
- [p]Dropping an item while in a group now shows the dropped item to everyone in the group with a message.[/p]
- [p]Station module levels are now displayed in their name.[/p]
- [p]Dreadnoughts now show the station's name when you hover over them.[/p]
- [p]Showing energy for the droid's deploy or using a device now outputs data taking into account the reduction energy from the "Electronics" skill.[/p]
- [p]New ships are now separately allocated in the storage.[/p]
- [p]In simulations, the goal of the simulation is now shown (survive/destroy all targets/…).[/p]
- [p]More icons have been added to the general menu in the top left.[/p]
- [p]The minimum size threshold for low-hp asteroids has been increased.[/p]
[p]
[/p]
Fixes
- [p]The size of effects now changes correctly using the ship's skin.[/p]
- [p]Fixed bugs related to the display of skins.[/p]
- [p]Fixed an incorrect change in the ship's exhaust from equipped skin.[/p][p][/p]
- [p]Fixed drops from Monitors and Carriers (was lower than intended).[/p]
- [p]Messages can no longer use "\\n" to indent to the next line.[/p]
- [p]The quest block in the tracker now correctly closes the tracker if it was the last one in the list.[/p]
- [p]Removed a bug that caused item icons to remain on the screen forever when leaving a group and the item was simultaneously outside the radar.[/p]
- [p]Cannons that use ammo now correctly display firing for bots in 1 Sector.[/p]
- [p]Starter ships now have the correct energy generation effect. The previous one completely removed the ability to generate energy with generators.[/p]
- [p]Devices are no longer cooldown due to be pressed by people in the same location at the same time if both devices have the same ID.[/p]
- [p]Explorers have been moved from the T2 branch to the T2.5 branch in the catalog of ships.[/p]
- [p]Reputation boosters now correctly give an increase to their percentage, instead of reducing the result when the value is below 100%.[/p]
- [p]Projectiles are no longer dropped to the standard position upon reaching the target on the last frame.[/p]
- [p]When trying to fly into a system with active capital ships/bosses - it will now correctly display an error about blocking the external warp, instead of simply not doing anything.[/p]
- [p]The display of required systems to visit in achievements is now correct.[/p]
- [p]Energy no longer appears out of nowhere when taking damage and in the absence of crystal plates due to an error in the formulas.[/p]
- [p]Fixed errors when two people enter the same simulation at the same time.[/p]
- [p]No longer shows numbers in the auction outside the window.[/p]
- [p]If it is impossible to upgrade a station module, the corresponding window will appear now.[/p][p][/p]
- [p]Corrected some descriptions of effects/items.[/p]
- [p]Numerous minor changes and localization changes.[/p]
- [p]Asteroid fields have been optimized.[/p]