This update has minor changes and bug fixes. Also, we continue to implement some experiments we have planned for the game this year.
New unique modules for Bark-2
Attention pilots! New unique CPU and hull modifiers for the “Bark-2” ship have been added to the game. We advise owners of the “Star Conflict: Bark-2. Deluxe edition” to check in-game mail during the day, you may have already received them.
Hull modifier: “Pykrete reinforcement”
Increases the hull’s resistance to all damage and passively restores the hull by a small amount.
CPU modifier: “Hidden reserves”
Reloads the missile rack when activated and increases the chance of critical damage for all weapons.
Rank 3 Jericho long-range frigate “Exorcist”




During the first war for the Bartle sector, Jericho sought to find an additional way to combat the emerging Empire’s scout ships and their advanced cloaking systems. Since all of Jericho’s low tonnage vessels lacked such a capability at the time, such a ship was sorely needed. However, due to the Empire’s counterattack, the project had to be suspended.
Research was resumed shortly after the meeting between the Emperor and Bartle, as even a ship without the strongest firepower in the galaxy could prove useful in a battle against the Precursor spies.
A unique missile system was developed specifically for the “Exorcist”. Within a short radius, it can disrupt the operation of cloaking systems of all known ships, as well as new developments in this area. In addition, the missile for this ship was supplemented with a non-standard system of maneuvering engines, significantly increasing its turning speed.
This frigate is mass-produced for the Raid fleet as a mainline AI-controlled combat drone, but a few families have decided to sell small exclusive batches to the UMC.
“Exorcist” ship part
Used for production of the ship “Exorcist”
Special module “Exorcist” guided torpedo
Fires a guided missile that deals thermal damage upon explosion. All ships within a certain distance from the torpedo lose their invisibility.
New weapons and modules for low-rank ships
As part of this update, we added several new weapons and modules for low-rank ships that you can get as part of the “Return of the Precursors” adventure.
CPU modifier “Snoop” scanner
Increases the critical hit chance and allows you to activate a radar to search for invisible enemies and items (“X” by default)
Raider “Thi'Lith” beam
Thermal weapon
A homing charge is fired at each enemy in the line of fire. Ship energy is spent on each enemy apart from the locked target.
Raider coil mortar rank 1–5
Kinetic weapon
Railgun with explosive projectiles. Projectiles are fired from each weapon barrel in quick succession. The barrel does not fire if it's in the deadzone.
Raider “Tai'thaq” weapon rank 1–5
Kinetic weapon
Launches a colony of crystalline pseudo-organisms, devouring ship hulls.
New relic blueprints in the open world
Pilots! We have updated the loot in the open world, and now each of you has a chance to get new weapon and module blueprints of relic quality.
Weapons:
“Fort-4” launcher
Drone operator “RepK-2”
Star blaster
“Mesimeri” weapon
Active modules:
Cluster torpedo
Redirection of energy flows
Warp gate “Ram-M”
Front pyro emitter
Passive modules:
“Cor Vulnus” auxiliary generator
Weapon booster “Black jack”
Snake skin
“Cor Vulnus” proton wall
PvP Arena maps rotation
Pilots! Here’s the next iteration of maps and game modes in the “PvP Arena”.
The set of available maps and modes for the high-rank ships in the “PvP Arena” will change according to this table:
Maps | Modes | ||||
---|---|---|---|---|---|
Domination | Beacon hunt | Detonation | Team battle | 4 lives | |
Devil's Jaw | ✓ | ✓ | ✓ | ||
Pandora anomaly | ✓ | ✓ | |||
Dreadnought debris | ✓ | ✓ | |||
Destroyed Station | ✓ | ✓ | ✓ | ||
Ice Reef | ✓ | ✓ | |||
Eastern Mining Site | ✓ | ✓ | |||
Northern Mining Site | ✓ | ✓ | |||
The Source | ✓ | ✓ | |||
Lava Spines | ✓ | ✓ | ✓ | ||
Threshold | ✓ | ✓ | ✓ | ||
Derelict Stronghold | ✓ | ✓ | |||
Ancient Ruins | ✓ | ✓ | |||
Sanctuary | ✓ | ||||
Warden Outpost Ruins | ✓ | ✓ | |||
Monolith Remains | ✓ | ✓ | ✓ | ||
“Alpha-7” Complex | ✓ | P | |||
Abandoned Complex | P | O | W | E | R |
Iridium Strand | ✓ | ✓ | E | ||
PB-42 | ✓ | ✓ | S | ||
Excavation site №6 | ✓ | C | |||
“Pilgrim-11” | ✓ | ✓ | U | ||
Depot 15 | ✓ | ✓ | R | ||
Research Center | ✓ | I | |||
Ice Pits | ✓ | O | |||
“Huron” base | U | ||||
Terminal D | ✓ | S | |||
Captain Kidd's anchorage | ✓ | ||||
Foul ground | ✓ |
The main goal of the current rotation is to further diversify the gameplay associated with the available maps. Thus, maps that previously had been challenge-oriented will get more battle-oriented modes.
In addition, maps with “Detonation” mode, which have very little cover near the bomb spawn, have been removed from the rotation to provide more opportunities to fulfill the mode’s objective. The rotation also continues the smooth reintegration of previously unavailable map and mode combinations.
We will keep track of the balance of power in the game and your feedback, and will try to provide the most up-to-date list of maps and modes as part of the next rotation.
Bug fixes
“Return of the Precursors” adventure
Fixed a bug that caused the adventure progress to reset after losing the courier in the “KIM WAS HERE” quest.
The progress was restored for those who were affected by the bug.
Balance changes
Weapons and missile bay
Crystal defence drone
Projectile speed increased from 2000 to 6500 m/sec.
Pirate scatter gun
Damage reduced by 12.5%.
Snake ion-plasma cannon
Rate of fire increased from 40 to 52 shots per minute.
Damage reduced from 300 to 230 pts.
“Invincible” missile bay
Energy consumption per reduced from 1600 to 1500 pts.
Weapon “S-5607 Tide”
Time before overheating increased from 7 to 12 sec.
Special modules and implants
Warp-reflector
Shield restoration increased from 6500 to 8500 pts.
Deceptive maneuver
Now also restores 50000 hull pts. during 10 sec. after activation.
“Stranglehold” complex
Range increased from 2000 to 3000 m.
Active modules
Weapon system inhibitor
Efficiency increased from 50% to 70%.
Reload time increased from 18.8 to 28 sec (rank 17).
Star sail
Hull and shield restoration reduced to 200 pts/s.
Modifiers
“Rain season” transformer
Shield restoration time reduced from 20 to 10 sec.
Shield restoration speed increased by 2 times.
Improved Seeress pylons
Hull resistance increased from 15 to 25 pts. for Mk.4 version.
Ellydium
Weapons
Yith’Kin launcher
Cooldown increased from 1 to 3 sec.
Yith’Ver generator
Time to overheat reduced from 10 to 7 sec.
Cooldown increased from 1 to 2.5 sec.
Special modules
Jump crystals
Hull damage upon use reduced from 295 to 225 pts.
Crystal predator
Hull restoration speed increased by 100%.
When a ship is destroyed by the special module, the projectile is now guaranteed to reach the carrier.
Crystal reflex
Reload time increased from 35 to 42 sec.
Alien algorithm
Hull and shield resistance in the second mode reduced from 60 to 40 pts.
Active modules
Ze’Ta landing platform
Drone projectile speed increased from 4000 to 6500 m/sec.
Jump system “Kapkan”
Reload time reduced from 40 to 35 sec.
Delay reduced from 2.4 to 1.4 sec for Mk.4 version.
Trap durability increased from 6000 to 8000 pts.
Crystal thruster
Host damage increased:
from 640 to 800 pts. (rank 11);
from 620 to 900 pts. (rank 14);
from 600 to 1000 pts. (rank 17).