• Outposts and Wardens now run a recharging shield and damage resistances on top of their hull. A lone ship can't quietly grind a base down anymore - breaking a defended structure is a job for a group, and explosive damage is the soft spot to bring.
  • Under-attack alerts: your structures now tell you the moment they're attacked, and where, without spamming - so you can answer a raid from anywhere. Faction structures alert the faction; personal ones your squad.
  • New deployable: the Veil - the Warden's electronic-warfare sibling. Plant it by your base and fit it with a projector (target painter, tracking disruptor, sensor dampener or web); it locks raiders and blinds them so your Wardens land their fire. Defense now shapes the fight instead of just trading hull.
  • The Hollow run a real energy reserve and budget their modules like a pilot - weapons first, support (a web) only when they have energy to spare, dropping it to keep the guns firing when they run low.
  • Hollow that lock multiple targets spread their fire, then concentrate to finish off a near-dead ship rather than spreading damage thin.
  • New Hollow Conduit - a support drone that hangs back and beams shield onto its wounded packmates. Leave it alive and the pack keeps topping itself up, so it's a priority kill. (A poor fighter with a thin tank.)
  • New Hollow Snarer - fits a stasis web that drags your top speed down so you can't simply burn away. They guard sites and prowl the deeper belts, so a fast mining or loot run is no longer a free pass.

  • Rockets and torpedoes now come in all four damage types, so you can match your warhead to an enemy's weakness. Rockets: HE, Inferno, Slug, Arc. Torpedoes: Helion, Lance, Pyre, Sunder (blueprint-gated, blueprints drop as loot).
  • Capital ships are buildable - the Leviathan (industrial) and Dreadnought (warship). Their blueprints drop as rare loot; they're fabricated at a player outpost from a colossal pile of materials and flown with the Capital Systems memory. (Hull art is still placeholder.)
  • Modules now stack (up to 5) in cargo and storage, so a pile of spares no longer eats your hold. Loaded weapons keep their own slot; fitting from a stack pulls just one.
  • The Fitting window got a full pass: hull/shield resistances per damage type, speed/turn/signature/cargo, tooltips on every resource bar (HULL / SHIELD / ENERGY / PROCESSING / POWER), cleaner non-gray stat panels on a single row, and speed now reads correctly in km/s.
  • Two new Systems memories: Grid Calibration (more power grid) and Capacitor Tuning (faster energy recharge).
  • Recipes craftable only at a player outpost now carry a clear OUTPOST tag.
  • Heavier valuable ore (Aurex, Lumen Crystals, especially Voidstone) - you can't haul a fortune in one light run; big loads want a real hauler.
  • Ore sold inside a Safe Zone fetches half price - risk-free belt farming still pays, just less than hauling to contested space.
  • Market listing fee (2% of asking price, non-refundable) so the market isn't free storage.
  • Training times reworked: 5 minutes at level 1 ramping to a full day at level 5 - quick to start, a commitment to master.
  • Loot rebalance: most Hollow kills now drop nothing (a drop is a moment again, and the player market has a reason to exist); legendary gear comes only from the deepest site caches and crafting; station vendors stock only the basics.

  • New repeatable and daily contract givers for grinding credits, separate from the story - Wisp/Stalker/Ravager bounties and ore quotas across Haven, CRU-1, VEX-1 and RZR-1. Repeatables run back-to-back; dailies pay a premium and reset 24h after hand-in.
  • The Ore Quota is now mine-and-keep: it counts the ore you cut and pays a bounty without taking your ore.
  • Stations now list their story givers before daily/repeatable ones, and open on the Missions tab when you dock somewhere with work available.

  • New Character window (with a Killboard of your recent kills/losses and where each happened) and a new Settings window (first option: left-click to orbit the camera).
  • Link any item into chat from its right-click menu ("Link in Chat"), and hover item names anywhere for their full tooltip.
  • Shift + left-click to instantly move an item between your hold and an open storage/loot/base bay; auto-sort now groups by type then rarity.
  • Feedback button on the sidebar - pick a type, write detail, send it straight to us.
  • Structure permissions: recruits can load a base's defences but no longer strip them; re-fitting needs the Fit Structures rank. Remote Shield Transfer can now repair any ship, not just allies.
  • New-pilot help: a pulsing Undock button and a banner making clear the game is out in the Vast.
  • Lots of polish: windows reliably come to the front and frost the panels behind them, the chat log scrolls correctly, station tabs clearly highlight the open page, the Overview can be resized, and the Settings/Character/Fitting panels shed their flat-gray look for the dark-glass style.
trophy 1225
Apr 2021 19 posts
trophy 2554
Apr 2026 1 post
Nice!
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.