Update #282 takes a detour to catch up on some balance work we've been testing and tuning. We've heard from the community, watched in play and analyzed the data about how craft measure up to regular capital ship weaponry and are making some changes with this update to help tip the scales a bit. Across the spectrum – Bombers, Interdictors and Autocannons are all more dangerous as of Update #282. We have to tread carefully with these types of updates as enemy carriers gain all the bonuses, so keep in mind that they will be hitting harder after Update #282 and be sure to you have your anti-craft strategy in place by (usually) year 8 to 12.
If you're enjoying the pace of updates, be sure to tell a friend and leave a review.
What’s the latest on Cyber Knights?
Development on our next game, Cyber Knights: Flashpoint, proceeds apace. We’re currently working toward the private alpha test for Kickstarter backers, following the same process we used for Star Traders: Frontiers. But you can view the latest updates on the CKF Steam page (make sure you’ve wishlisted
and followed!), or join us for behind-the-scenes discussion and development snapshots
in our Discord.https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/ Bomber and Interdictor Upgrades
With Update #282, we've ratcheted up the damage across the spectrum in small craft to keep them competitive with other ship weapons, especially as more powerful weapons are coming online through story arcs. All Interdictor rockets and Bomber bombs have gained around +10% to +20% Radiation Damage, depending on their class. In addition, standard Damage base (the static, unrolled part of the damage) has gone up around +10% per craft as well.
While they take a few turns to deliver their destructive payload, Bombers are now tearing apart enemy hulls even more effectively and your Interdictors are even better prepared to shoot down other craft.
But, if the craft are hitting harder …
Autocannons Strike Back!
As the entire damage balance getting more savage, its key that Autocannons strike back even harder. Across the board, ACs are now more accurate when attacking small craft, anywhere from +2% to +7% in the attacks. All the more reason to make sure you're craft are defensively prepared to avoid enemy fire and even better to shoot down incoming enemy craft.
Class 7 Craft: New Weapons
When the class 7 Bomber and Interdictor were added a linking issue wasn't caught that left them with the weapons from the class 6 craft. We've now resolved this issue and properly linked the Trifex Assault Mk2 Interdictor to its new and best in class Rockets as well as the deadly Trident DX9 Bomber to the best in class boom-boom!
All the more reason to cozy up to your factions and go shopping to upgrade what you've got in your carrier's hangars.
Shock Trooper's Single-Minded Strike
The Shock Trooper's Talent "Single-Minded Strike" has been upgraded to have a shorter cooldown (now 6 weeks) and a longer duration in ship combat (3 turns) as its effect is so narrow – boarding, boarding, boarding! For those Shock Troopers helping to get their ship into range so they can get their snubber's barrels into range, enjoy the upgrades.
If you're enjoying the pace of updates, be sure to tell a friend and leave a review.
v3.2.13 - 10/23/2021
- New rocket weapon for "Trifex Assault Mk2" (class 7 Interdictor), best in class
- New bomb weapon for "Trident DX9" (class 7 Bomber), best in class
- Increased base Damage on all craft bomb weapons by 10%
- Increased Radiation Damage on all craft rocket and bomb weapons by 10-20%
- Increased Chance to Hit craft for all Autocannons
- Improved Shock Trooper's "Single-minded Strike" Talent to have 3 Turn Duration and reduced cooldown to 6 weeks
- Fixed typos and reported crashes