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Greetings Boat Game Enjoyers

We got some fancy updates for you.

Let’s Start with the BIGGINS

Pre-Loaded Loom Coils: Each Captain starts with 2 Loom Coils at the beginning of a match. A lot of feedback from players centered around making Captains more impactful and distinct. We think “starting” Loom Coils will make your Captain choice impact your strategy from the start of the game.

Horizon Craftable

You can now craft Horizon skins in the Shipyard with Resources and Paints.

Minions

Winning a payout spawns a single Siege Minion instead of two. The lane which it spawns alternates between each lane.

Siege minion max health from \[1000-15000] over 40 minutes to \[1200-15600] over 40 minutes

Siege minion will prioritize being farther behind allies now

Siege minion increase damage from Player weapons from 60% bonus to 70% for non-triggered. Bonus from Pierce damage type from 20% bonus to 30%

Normal Minions incoming damage reduction from Area damage from 70% to 60%


Harvester

Shared bounty range for being near a dying Harvester from 300 to 150

Empire bounty for a destroy harvester changed from 175 to 160 + 5 per harvester spawn

When a harvester returns to the Saltcore two Fortified Large minions will spawn for each lane (fortified minions are those that spawn after you destroy the enemy shipyard)

Harvester now take reduced damage from Minions and Structures by 50%

Harvester now take 30% increase damage from Player non-triggered Weapons




Ships

Max Health per level

  • Small Class: from 170 to 160

  • Medium Class: from 180 to 170

  • Large Class: from 190 to 180



Ship Upgrade

Repair

No long provides healing based on max health

Base cooldown increased from 120 to 130

Flat heal increased

  • OLD: 200, 550, 1050, 1700, 2500, 3450, 4550, 5800, 7200, 8750

  • NEW: 150, 550, 1200, 2100, 3250, 4650, 6300, 8200, 10350, 12750



Small Class Ships

Sampan (starting ship)

Ability 1 - Wind in a Bottle

  • cooldown from \[22-18] to \[20-14]

  • duration from 3 to 2.5 seconds

  • Augment Striker: from 8% to 6% of max health as shield per enemy hit

  • Augment Slayer: no longer shrouds, now pushes enemies away, stunning on collision with terrain

  • Augment Dominator: now provides a second charge


Zephyr

Ability 1 - Purging Squall

  • projectile speed from 130 to 140

  • base speed duration from 3 to 3.6 seconds

  • base slow duration from 2.5 to 3.1 seconds

Ability 3 - Deafening Gale

  • Augment Slayer: corruption per hit from 30% to 20%



Mosiac

Ability 1 - Tesserae

  • healing per projectile from \[20-300] to \[20-250]

  • Augment Protector: increase healing from 35% to 30%

Ability 2 - Bouncing Abira

  • base healing per bounce from \[40-400] to \[40-300]

Ability 3 - Andamento

  • healing per unit moved from \[2-5] to \[1-4]

  • Augment Guardian: increase incoming healing scale from 30% to 20%



Dragonfly Ability 3 - Deathgaze

  • Damage reduction per enemy pierce from 16% to 18% to a max of 90%



Stalker Ability 1 - Veil

  • cooldown from 20 to 22

  • Augment Striker: corruption from 90% to 60%

  • bonus speed from \[19-35] to \[20-30]

  • no longer is removed upon collision with terrain by default

Ability 2 - Corroding Mist

  • duration from \[4-6] to \[3.8-5]

  • Augment Striker: increase duration from 2 to 1.4 seconds

  • fixed an issue that would sometimes cause the order of augments to not apply to others (phase through enemies with mist follow, for example)


Medium Class Ships


Stingray

Ability 1 - Redline

  • cooldown from 21 to 19

Ability 2 - Force Blade

  • shield generation when hitting enemies from \[20-400] + 21% of max health to \[25-350] + 18%

  • fixed an issue that could cause hit enemies that are dispelled to start shield decay

Ability 3 - Proximity Field

  • Shield gain per second from \[40-400] to \[40-360]



Lurker Ability 1 - Crash Dive

  • Base passive health regeneration bonus from \[50%-100%] to \[40%-60%] while not visible to enemies

  • active duration from \[2.5-3.5] seconds to \[2.3-3] seconds

  • Augment Guardian: bonus passive health regeneration from +110% to +60%

Ability 2 - Shred

  • Augment Guardian: health regeneration per enemy hit scaling from \[10-110] to \[10-50]

Ability 3 - Snag

  • Projectile speed from 95 to 85

  • no longer Stuns the target while being pulled. (allows you to repair cleanse out of it if you have that augment) damage per unit moved from \[3-8] to \[3-10]

  • Augment Guardian: projectile speed bonus from 60% to 70%

Lockjaw Ability 2 - Blaze

  • initial damage per blaze hit (multiple can overlap) from \[5-50] to \[5-25]

  • rupture damage per unit moved reduced from \[4-10] to \[3-8]

Ability 3 - Grapple

  • cooldown from \[28-23] seconds to \[32-28]



Aurora

Ability 1 - Glacial Wall

  • damage per second increase for enemies touching the wall from \[20-100] to \[30-300]

Ability 2 - Ice Shards

  • number of base shards from 5 to 4

  • cooldown from 26 to 29

Ability 3 - Blizzard

  • no longer applies corruption to enemies inside the area

  • base damage increased from \[70-700] to \[70-800] damage per second while inside the area (note: damage is increased the slower the target is)

  • base slow from \[10-40] to \[12-30]

  • Augment Protector: channel time reduction from 55% to 40%

Revenant

Ability 2 - Blood Bombardment

  • cooldown from 25 to 23

  • bonus damage from low health from 20% to 30% (gain 30% more damage if you are almost dead)

Nautilus

Ability 1 - Sonar

  • cooldown from 26 to 33

  • Area of scan from \[55-100] to \[50-80]

  • Augment Striker: cooldown recovery from 4% per second to 6% (max from 20% to 30%) to nearby allies

  • Augment Slayer: now removes Shroud from enemies in range

  • Augment Protector: area increase from 20% to 30%

Ability 2 - Disrupt

  • cooldown from \[30-20] to \[25-20]

Volt

Ability 1 - Arc Lighting

  • Number of charges from 2 to 1

  • Cooldown from 10 to 7

  • Damage reduction per enemy pierces from 16% to 18%

  • Augment Protector: projectile speed and range from 70% to 50%

  • Augment Dominator: reduced cooldown from 4 to 3 seconds

Ability 2 - Soliton Storm

  • charges from 3 to 2

  • cooldown from 18 to 11

Ability 3 - Induction Lance

  • number of charges from 2 to 1

  • cooldown from \[30-23] to \[14-10] seconds

  • damage reduction per enemy pierces from 16% to 18%

Large Class Ships

Oasis

Ability 2 - Countermeasures

  • cooldown from 32 to 28

Ability 3 - Retrofit Repair

  • flat healing from \[130-3000] to \[150-3500]

Seabloom

Ability 1 - Green Lotus

  • stacking health regeneration base from \[5-60] to \[10-70]

Ability 2 - Sacred Lotus

  • stacking health regeneration from \[5-35] to \[8-40]


Horizon

Ability 1 - Gravity Jump

  • cooldown from \[25-20] to \[22-20]

  • Augment Slayer: damage increase from 150% to 110%

  • Augment Dominator: cooldown reduction from 30% to 20%

  • Augment Warden: cast range from 70% to 60% bonus

Ability 2 - Dimensional Collapse

  • base cast range from 70 to 60

  • cooldown from 30 to 27

Ability 3 - Warp Anchor

  • pull delay from 4.2 to 3.9 seconds

  • Augment Warden: damage reduction from \[70-90%] to \[50-70%]

Crucible

Ability 2 - Broadside

  • damage from \[70-700] to \[60-500]

  • Augment Striker: can now deal the initial damage on repeated hits

  • Augment Slayer: bonus damage from 35% to 30%

Ability 3 - Eruption

  • flat damage per second while inside the eruption zone from \[80-1000] to \[100-1100]

Wither

Ability 3 - Congregate

  • reduced base range by 20%.

  • now collides with enemies much sooner. Reducing the times you could use the ability inside islands and it wouldn't hit an enemy

  • no longer silences while pulling enemies to you by default

  • Augment Warden: now increase projectile speed and range by 40%

  • Augment Dominator: now applies Breach to the target while getting dragged


Prism

Ability 1 - Prismatic Shield

  • Base duration from \[2-2.5] to \[2.2-3]

  • Shield converted to damage from 15% to 12.5%

  • Augment Protector: increase duration from 1 to 0.8

Ability 3 - Polarity Bond

  • now takes 50% of targets shield vs all of it

  • now gives 50% of your shield to allies vs all of it

  • Shield gain per unit moved during effect from \[13-130] to \[12-100]

  • base cooldown from \[22-17] to \[23-19]

  • Augment Striker: damage per unit move from 0.5% to 0.7%

  • Augment Warden: increase range and projectile speed from 70% to 55%




Weapons

Medium Range (yellow weapons)

  • Repair Inhibitor: base reload from 2.5 to 1.9 seconds. base damage from 82 to 66. Corruption base from \[18%-94%] to \[14%-74%]. Duration from 4 to 3 seconds




Loom Coils

  • Repair Speed now Dispel at start of repair use, speed reduced from 40 knots to 30 knots

  • \[New] Repair Loom Coil Double Charged \[Blue] → repair has two charges but heals 65% less

  • Crisis Repair: damage reduction from 90% to 70%

  • Specialist: shot between trigger reduction from 2 to 3, increase Special from 48% to 32%

  • Repair Cooldown: from 8 seconds to 6 seconds per upgrade

  • Health Regeneration: from 8 to 5 per upgrade

  • Perma Bulk: increase max health from 30% to 45%


Captain Changes

  • Now all captains start with two loom coils pre-loaded.these loom coils are given to the captain when the game starts.

  • Nivo \[Pre-loaded]

    • Double Repair

    • Repair Healing

  • Gioso \[Pre-loaded]

    • Area Repair

    • Max Health

  • Clif \[Pre-loaded]

    • Pelong Repair

    • Max Health

  • Eva \[Pre-loaded]

    • Speedy Repair

    • Vision Range

  • Jalu \[Pre-loaded]

    • Speedy Repair

    • Speed

  • Rusana \[Pre-loaded]

    • Prolong Repair

    • Weapon Damage

  • Protus \[Pre-loaded]

    • Crisis Repair

    • Weapon Special


in the future we plan to modify and expand upon the pre-loaded loom coil idea. this is the first iteration on the idea to make captain a bit more of a choice



Art Changes

  • Updated weapon sounds effects

  • Improvements to audio



Bug Fixes

  • fixed a bug placing people in incorrect regions for custom games if players in the match where to very far away from each other.

  • Fixed a bug that sometimes caused a projectile to hit the same target more than once.


Story time: In the code, projectiles are not supposed to hit the same target more than once. The logic checks whether a projectile has already hit an entity before processing the hit. However, after much investigation, we discovered that if a projectile hit a target along with multiple other targets within the same frame, and the server also received a packet late, the list of newly hit entities could contain duplicated entries. These duplicates bypassed the check that ensures a projectile hasn't already hit the entity.

This check existed for most projectile types, except for a few that used a different version of the logic where the check wasn’t functioning correctly in this scenario. Reproducing this bug required a very specific set of conditions to align.

TL;DR: Certain projectiles that hit multiple entities in a single frame could, under rare circumstances, hit an entity more than once. This is now fixed.

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