Halcyon 6: Starbase Commander (CLASSIC)

Halcyon 6: Starbase Commander (CLASSIC)

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cassentra Oct 27, 2016 @ 2:37pm
It's v1.1.0.0: the Combat and Customization BETA - in progress Patch Notes
It’s here! The Combat and Customization BETA is here! And you can read even more about these changes in our Dev Log.

Our main goals for this combat update:
- We wanted to address some of the player concerns regarding space combat, specifically the complaints about how repetitive and grindy it can get in the latter half of the game.
- Increase challenge and make combat more strategic and varied
- Reduce grind, reduce punishment for losses and mistakes
- Improve player agency, make player choices matter

To that end, we’re super stoked about the major changes you’ll see in v1.1.0.0 BETA:
  • Ship Customization!
    You can now customize Terran starships, completely changing their power load outs to create your own unique fleet compositions
  • New Officer Cloning Chamber!
    Clone your dead Officers and bring them back, almost as good as when they died, with the help of Crew “volunteers”
  • Colony Facility Rebuilding!
    You can now rebuild ruined colony facilities from the View Sector screen

New + Important Changes:
- Increased the number of rerolls when selecting new officers
- Increased the resistance of certain status effects for all enemy ships and factions
- Slightly reduced the speed of Yabbling Ships
- Removed Korzan debuff when their leader is killed
- Rebalanced most Voraash ship powers
- Reduced the drone freighter resource loading delay from 3-5 days down to 2-3 days
- Some powerful enemies have a new armoured trait which caps the amount of damage a single attack can inflict
- Sectors now can have random traits that make all ships in that sector immune to a status effect
- Increased rate of colony resource production
- Decreased frequency of Chruul, Voraash, Pirate, and alien faction raids in Act 2
- Increased strength of Spire Defence Fleet but lowered strength of Spire Ground Defence Team
- Detailed enemy ship information is now available from the starmap
- “Not Effective” is now displayed when a status effect is resisted because of an inherent resistance
- You can now see unlocked ships and powers from the Tech Research room
- All Ship designs and powers are now unlocked once the respective Ship Hangar is built
- Some more powerful Chruul ships now have Reinforced Chitin which limits the amount of damage a single attack can do
- Some Chruul have adapted to the various alien factions and taken on their resistance abilities along with their colour


All About Powers:
- New Evasive Maneuvers power, allows you to strategically pass your turn with an increase in evasion
- Weapons Disrupted now disables a random power when in effect
- Crew Panicked now has a chance of causing a random attack to be fired
- Increased Threat on Supercharge Polarity, Brace, Weapons Overloaded, Vulnerable, Exposed
- Deconstruct, Disable Countermeasures, Disruptor Beam, Crippling Shot, and Disabling Strike now have a 2 round Cooldown
- Ramming Speed, Spin Maneuver, Backstab Maneuver, and Bridge Shot no longer have a Recovery period
- All Epic powers now have a 3 round Recovery period
- Adjusted Recovery time for various powers across all officers, ships and factions
- Added Warmup time for some powers, some more powerful attacks need time to warm up at the beginning of combat before they can be used
- Rebalanced the Terran Ship prototype’s combat statistics

Good luck out there, Commanders.
Last edited by cassentra; Oct 27, 2016 @ 2:42pm
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Showing 1-8 of 8 comments
i_nive Oct 29, 2016 @ 10:02am 
Quite interesting, non-incremental changes there!
Core Oct 31, 2016 @ 6:38am 
Nm, you customise ships when you create the fleet (thought it would be when you build them)
Last edited by Core; Oct 31, 2016 @ 6:58am
juanofallgames Oct 31, 2016 @ 7:32pm 
Thank you for all your hard work. I love this game. Will be giving some licences from steam to friends as Christmas gifts
DigitalPigeon Nov 1, 2016 @ 2:19pm 
Wait... assuming that the mysteriously never quite explained "Recovery" means what the community believes it means, we now miss THREE turns when we use the epic ability, in addition to having to fly all the way back to base to recharge it after the fight? :steamsad:
slorgg Nov 2, 2016 @ 8:10am 
Loving the changes so far.

one issue i just ran in to:
Enchanter T4 science ship came with 6 of 3 loadouts. shouldn't it be 6/6. Currently if i try to change the loadout i lose 3 abilities.
Originally posted by DigitalPigeon:
Wait... assuming that the mysteriously never quite explained "Recovery" means what the community believes it means, we now miss THREE turns when we use the epic ability, in addition to having to fly all the way back to base to recharge it after the fight? :steamsad:
Yeah, this makes me willing to ignore the epic ability of the starter officers. If I'm only going to use this once in a blue moon, why should I bother? On the other hand, there are times when some of the abilities may be crucial to victory. This does make epic abilities less used, but I'd like to see them given a boost. For instance, maybe we could actually use them multiple times per sortee. That would provide a reason for them to display a cooldown, instead of making us hope that it will be useable again, just to have it finish cooling down and reveal an empty space.
Wayne Nov 13, 2016 @ 12:45pm 
Hi all, So I am in my first run since the update and like it so far. One thing that i do not really like though is the reinforced chitin buff. Is there a way to debuff enemies who have it? Principally I like the idea that strong enemies do not eat damage like the rest of the armies. However this cap at 1000 damage just makes combat longer and not more challenging. Especially in the end when the bosses appear that have 20k+ lives and I have to hit them 20+ times while the rest of the fleet is down already and they have no chance of doing anything anymore it just prolonges combat. How about a buff that that reduces damage taken by 50% or something. However like this I find combat just unnecessary long. Espceially since my lvl 4 ships do about 3k damage it is just limiting them too much. If i just did not find how to debuff the bosses let me know, if not maybe think about changing this buff. Cheers.
Wayne Nov 13, 2016 @ 12:47pm 
Also I miss the suttle... Anyone else?
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