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.
Changed files in this update