Fight a massive deep space war and participate in the destruction of capital ships in this innovative blend of FPS and space combat. Bomb important systems, escort a squad of marines to cause damage from the inside. Watch as railguns fire projectiles the size of buses at the enemy hull. Fight with many futuristic weapons including a flamethrower and remote controlled SMG.

Post news Report RSS Eternal Silence 3.1 - Changes & Beta Testers

With all the great feedback from the community we have spend the last days to come up with a feature-list for the upcoming patch 3.1. Check it out!

Posted by on

The release of 3.0 went great and we always have a few servers up so people can experience 3.0. We've identified a few balance issues (which I'm sure many of you have experienced) and we'll be addressing those with a quick patch in the next week or two. We have yet to test this but I'm going to post the change log as it is now to show you guys we are making progress.

This is what we have in our dev build right now for testing. More is definitely coming!

[ADD] - Added mine dropper to bomber gunner. Allows them to lose fighters.
[ADD] - Added a button above the gunship spawn so you can spawn at your home base at all times
[FIX] - Optimized lighting effect for napalm projectiles
[FIX] - Dead capital ships no longer render their hangars.
[FIX] - Anti-desertion actually works now
[FIX] - Gunships no longer give "Land Here" objective when hangar is locked
[BAL] - Reduced grenade launcher damage by 25%
[BAL] - Reduced grenade launcher clip from 5 to 4
[BAL] - Increased bomber damage by 50%
[BAL] - Increased bomber range slightly
[BAL] - Removed bomber movement limitation while charging
[BAL] - Decreased flamethrower range by 40%
[BAL] - Decreased flametrap duration and size by 50%
[BAL] - Changed the way subsystem capturing functions to disable spawns quicker during a battle
[BAL] - Evened capital ship damage so attackers won't lose by default
[BAL] - Reduced Interceptor and Heavy Fighter ammo to make them more dependent on rearming
[BAL] - Increased round time to 4.5 minutes

We're also looking to fill up our beta ranks. PM me to apply. We test every Sunday at 3PM EST.

Keep telling your friends about 3.0! More changes are definitely coming and we'll be adding more content to the mod very soon.

Dan

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Zunami
Zunami - - 45 comments

Can't await it! :)

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