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Second Galaxy Version 1.5 Update Notes

2019-12-16 07:05:41

Greetings, Pilots! Today, we have prepared a detailed description Second Galaxy’s version 1.5 update, including info on the following new content: Spatial Rejection Rules, Hit Rate Calculation Optimization, Combat Interface, New Equipment, Equipment Value Adjustments, Ship Value Adjustments, Recruit System Adjustments, Ship Appearance Modification System, PvE Reward Increases, Decryption System, Development System, Store System, Corporation System, PvP System, and Mail and Chat System Optimizations.
 
Spatial Rejection Rules
·Zone (GRID) Rejection
-Increased spatial rejection trigger volume per battle zone from 400 to 600 players.
-Increased entry allowance volume per battle zone from 500 to 800 players.
-Increased spatial rejection countdown from 60 seconds to 180 seconds.
-When rejection occurs, players of a lower level and with lower-tech ships are more likely to be removed from battle.
-Players rejected from the battle zone will be moved to a random location in their current star system, instead of their space station bases.
-Players excluded from the battle zone will receive a debuff for 180 seconds, which will prevent them from returning to the rejection countdown zone.
-The rejection mechanism will also be applied to some space stations and star gates where rejection had not previously been implemented.
 
·Star System Rejection
-The spatial rejection trigger volume in star systems will only take players actively flying in space into consideration.
-When there are more than 2,000 people actively flying in a star system, spatial rejection will be initiated. The rules are similar to zone rejection.
-Players removed from star systems via star system rejection will be sent to their space station bases.
-Entry allowance volume per star system has been increased from 2,000 (including players in space stations) to 3,000 players.
-When a star system has reached its player limit, you will not be able to enter it via star gates, space stations, capital ship jumping, or other methods.
 
·Recruit Rejection
-When the number of people in a single combat zone exceeds 400, all Recruits in the zone will automatically leave the battle zone.
-When Recruit repulsion is triggered, you’ll have to wait until the number of people in the zone drops to less than 300 to call recruits back again.
 
Hit Rate Calculation Optimizations
·Precision and Volume Amplification
·Using weapons with low precision to attack targets with low volume amplification will result in more obvious damage reduction.
·Tracking Speed and Ship Velocity
·Using weapons with low tracking speed to attack targets with high ship velocity will result in more obvious damage reduction.
·When using weapons with low tracking speed, you will also gain a certain degree of damage reduction if you increase your ship velocity.
·Weapons and Damage Reduction
·The miss rate of railguns and blasters will be significantly reduced, but damage may generally be reduced when they hit.
·Lasers and missiles will still always hit, but will be affected by higher damage reduction rates.
·The damage reduction effect of the new Hit Rate algorithm will work on both shipboard weapons and damage-based superdevices.
·Hit Rate Value Adjustments
·The base volume amplification and standard speed of most ships have been adjusted.
·Base parameters related to the Hit Rate calculations of various weapons have been adjusted.
·Most Hit Rate-related equipment values have been enhanced.
·Hit Rate Adjustment Details
·For more information on Hit Rate adjustment, please check out the "Galactic Vanguard Outpost | Hit Rate System Optimization Plan” article. (Link: https://www.reddit.com/r/SecondGalaxyM/comments/e5eqoq/galactic_vanguard_outpost_hit_rate_system/)
 
Combat Interface
·Damage Values
-Damage per second will be displayed in battle, and calculated once every 5 seconds.
-This real-time damage per second display function needs to be enabled manually in your battle settings.
-Orbiting Button
-After manually setting your orbiting distance by long pressing, the button will remember the selected distance.
-Operations such as entering and exiting space stations, relogging, etc. will reset the orbiting button’s settings.
-Combat Overview
-Dark green has been added to the Overview, representing additional shields.
 
New Equipment
·Capital Ship Tracking Enhancement Component
-This is a new and exclusive Capital Ship equipment item, increasing Capital Ship weapon precision by 25%.
-This Capital Ship component is T2R3 quality, and each flagship can be installed with up to 2 of them.
-This Capital Ship component’s production method and materials are the same as those of other Capital Ships components.
·Annihilation Signal Generator
-Can be equipped on all T2 ships and above.
-This component activates a beacon for 60 seconds, so that capital ships in nearby star systems can reach your precise location.
-Overload Damage Enhancer
-Can be equipped on all T2 ships and above with the [Assault] tag.
-Provides both firepower and precision upgrade effects for 15 seconds, with a 20-second cooldown.
·Extensive Ion Thruster
-Can be equipped on all T2 ships and above with the [Strike] tag.
-Provides a 300% speed bonus, but the actual propulsion effect will be affected by the mass of the ship.
-Comes in three versions: small, medium, and large.
·Emergency Energy Infuser
-Can be equipped on all T2 ships and above with the [Electronic] tag.
-Injects your ship with energy equal to approximately twice the energy granted by energy recharging devices of the same level in an instant.
-Comes in three versions: small, medium, and large.
·Extensive Shield Recharger
-Can be equipped on all T2 ships and above with the [Defense] tag.
-Provides a shield equal to approximately twice the shield granted by shield recharging devices of the same level in an instant, but consumes more energy.
-Comes in three versions: small, medium, and large.
·Invisibility Field Stabilizer
-Can be equipped on all T2 ships and above with the [Scout] tag.
-Enables ships to use thruster devices without removing cloaking effects, and reduces the energy consumption of thrusters by 60%.
·Multispectral Distortion Signal Generator
-Can be equipped on all T2 ships and above with the [Interference] tag.
-Reduces ship's volume amplification by 19% and increases the range of all single-target and AoE interference devices by 40%.
·Short Range Warp Localizer
-Can be equipped on all T2 ships and above with the [Interceptor] tag.
-Increases ship speed by 15% and reduces minimum jump distance to 100km.
·Phase Shifting Nano-armor
-Can be equipped on all T2 ships and above with the [Command] tag.
-Increases all shield resistances by 15% and all armor resistances by 150%.
·Enhanced Energy Diagnosis Array
-Can be equipped on all T2 ships and above with the [Logistics] tag.
·Increases your ship’s energy recovery rate by 50%, and reduces the cooldown time of remote repair devices by 30%.
 
Equipment Value Adjustments
·Thruster Devices
-Ion Thrusters will focus more on improving maximum speed and propulsion.
-Agility Thrusters will focus more on improving acceleration and agility.
·Group Devices
-We’ve comprehensively increased group shield resistance, weapon, and ship speed buff device effects and durations, and we have also extended their cooldown times.
-The effects and durations of weapon, speed, and interference devices have been improved on the whole, and their cooldowns have been extended.
-We’ve slightly improved the effect of group shield interference devices, while also increasing their durations and cooldown times.
·Flashjump Devices
-We’ve reduced the start-up delay and cooldown times of all flashjump engines.
-We’ve also improved the jump distance of mid-range and long-range jump engines on the whole.
·Cloaking Devices
-Cloaking devices now affect ship speed when ships are cloaked.
-T1 cloaking devices will reduce speed, T2 cloaking devices will not affect speed, and T3 cloaking devices will increase speed.
·Attribute Enhancement Components
-We’ve improved the capacity and power provided by Nano Co-Processors and Auxiliary Power Cores.
-Cargo space capacity has also been significantly improved.
·Weapons and Ammunition
-The ammunition consumption of all high-quality weapons has been reduced on the whole to be consistent with R2 technology.
-The ammunition consumption of high-level missiles has been reduced on the whole to be consistent with the ammo consumption of weapons of the same level.
 
Ship Value Adjustments
·Magpie/Crane/Phoenix/Cove/Lagoon/Loch/Komodo/Gila/Moloch
-Superdevice Adjustment: Warp initiation delay has been greatly reduced. At the same time, additional warp stability will be temporarily increased.
·Vanguard/Gladiator/Berserk
-Tactical Component Adjustment: When superdevices are fully charged, shield resistance and speed will be increased.
-Superdevice Adjustment: The conversion rate of damage taken into AoE damage dealt has been increased, as has the maximum AoE damage you can deal.
·Komodo/Gila/Moloch
-Tactical Component Adjustment: When there are no enemy ships in range, shield recharge device recharge capacity will increase.
-Ship Feature Adjustment: Flashjump bonus has been replaced with a cloaking energy consumption reduction and stealth initiation delay reduction bonus.
·Vortex/Surge/Tsunami
-Tactical Component Adjustment: When superdevice is fully charged, shield resistance will increase, but energy recovery speed will decrease.
·Coldrain/Blizzard/Hail 
-Tactical Component Adjustment: Cooldown reduction when using weapons and devices has been reduced.
·Sentinel/Kingsguard/Guardian
-Tactical Component Adjustment: The amount of extra shielding obtained through energy consumption has been reduced, and the duration of extra shields has been shortened.
·All [Scout] Ships
-Ship Feature Adjustment: The last two bonuses have been replaced with a cloaking energy consumption reduction and stealth initiation delay reduction bonus.
·All [Interference] and [Interceptor] Ships
-Ship Feature Adjustment: The range bonus of interference equipment will be increased to 50%/60%/70% based on technology level.
·Minaret
-Superdevice Adjustment: The damage bonus has been removed. This superdevice will now instantly grant 6,250,000 additional shield points.
·Aegis
-Superdevice Adjustment: The damage bonus has been removed. This superdevice will now instantly grant a shield that increases all resistances by 350%.
·Taotie/Corona
-Superdevice Adjustment: The damage bonus has been retained, but activating this superdevice will reduce weapon precision by 30%.
 
Recruit System Adjustments
·Recruiting
-A special recruit function can now be found in the main space station interface.
-When standard recruitment and senior recruitment items are used in the warehouse, you will automatically be taken to the recruitment function interface.
-Recruits obtained through special channels, such as from gift packs, will be automatically recruited as soon as they are obtained.
·Minimum Recruitment Guarantee
-If you use the recruit x10 function during senior recruitment, you’ll be guaranteed an Expert Recruit.
-If you have cumulatively used the recruit x100 during senior recruitment, you’ll be guaranteed a Master Recruit at the 100th use.
-The 100-Recruit minimum recruitment guarantee will not be reset when obtaining Master Recruits during that 100 times recruitment.
·Recruit Device Enhancement
-Devices possessed by Recruits will be displayed in the acquisition, standby room, and attack interfaces.
-Recruit devices have been unified with player devices.
-A third device has been added to all Master Recruits, according to their nation and career.
·Ship Selection Logic Optimizations
-Recruits will automatically be selected based on the tonnage requirements of the zone in which you’re launching your ship.
-Recruits will no longer be allowed to enter zones with ships below the zone’s tonnage requirements.
-Random ship pool distribution has been optimized, increasing the chance of obtaining Recruits for Destroyers and Battlecruisers.
-When Recruits are destroyed, they will not automatically leave the Wingman queue.
·Recruit Expertise Combination Optimizations
-Recruit Expertise will not be divided into innate and acquired types. Innate expertise traits will automatically be converted to Lv.3 acquired expertise traits.
-Recruit Expertise qualities have been expanded from 3 levels to 5 levels. Current acquired Recruit Expertise abilities will automatically be converted after the update.
-Recruit Expertise items in your warehouse and the trading post, and those assigned to Recruits, will be automatically upgraded.
-Current T1R2 acquired Recruit Expertise abilities will automatically be upgraded to T1R3. T1R3 Recruit Expertise abilities will automatically be upgraded to T1R4.
-Current T2R2 acquired Recruit Expertise abilities will automatically be upgraded to T2R3. T2R3 Recruit Expertise abilities will automatically be upgraded to T2R5.
-Current T3R2 acquired Recruit Expertise abilities will automatically be upgraded to T3R3. T3R3 Recruit Expertise abilities will automatically be upgraded to T3R5.
·Recruit Expertise Acquisition and Upgrading
-When acquiring Novice/Elite/Expert/Master Recruits, they will come with 1/2/3/4 acquired Recruit Expertise abilities.
-Recruits of all qualities will inevitably learn one acquired Recruit Expertise when upgrading to Lv.5/Lv.10/Lv.15/Lv.20.
-New Recruit Expertise abilities will have a chance of being higher than Lv.1 when acquired, in which case you will directly acquire Recruit Expertise abilities of a higher quality.
-When leveling up Recruits, already obtained acquired Recruit Expertise abilities will not be leveled up.
·Learning Recruit Expertise Abilities
-Recruits still have 8 Recruit Expertise slots, and you can learn new Recruit Expertise abilities if you have slots available.
-Recruits can't learn multiple instances of Recruit Expertise abilities of the same tech level and with the same name.
-Recruits will always be successful when learning new Recruit Expertise abilities, and their current Recruit Expertise abilities will not be affected.
·Recruit Expertise Extraction
-You can specify Recruit Expertise slots and extract some already-learned Recruit Expertise abilities from Recruits.
-The success rate of extracting T1/T2 Recruit Expertise abilities is 100%, and the success rate of extracting T3 Recruit Expertise abilities is 80%.
-You can use Recruit Memory Chips to increase your success rate when extracting Recruit Expertise abilities.
·Recruit Dismissal
-When dismissing Recruits you can obtain all of the Recruit Expertise abilities possessed by that Recruit, with the same rate as extractions.
-Recruit Memory Chips cannot be used during the Recruit dismissal process to increase Recruit Expertise extraction success rate.
-When dismissing Recruits, the corresponding number of Memory Transplant items you can obtain is reduced.
-Microchips obtained from extraction and dismissing Recruits will not be immediately available in the trading post.
·Recruit Expertise Development
-A Recruit Expertise option will be added to the development function. You can use this function to upgrade low-level Recruit Expertise abilities to higher levels.
-Upgrading some high-level Recruit Expertise abilities requires Recruit Memory Transplants as upgrade materials.
-21 new Recruit Expertise abilities have been added to the game, and can be obtained through Recruit Expertise development and Recruit learning.
·Recruit Expertise Adjustments
-The values of the vast majority of currently-existing Recruit Expertise abilities have been improved.
-As Recruits use the same equipment as players, shield recharge Recruit Expertise ability values will be reduced.
-The overall dispatch efficiency increase effect has been changed to an overall star system bounty reward increase, and dispatch revenue and efficiency have also been increased.
-The overall dispatch revenue increase effect has been changed to an overall mineral gathering increase, and dispatch revenue and efficiency have also been increased.
·Rating Calculation Adjustments
-Recruit ratings will be calculated according to their level and learned Recruit Expertise.
-The ships a Recruit can pilot will no longer be counted in their rating.
·Recruit Work Groups
-Recruits will automatically be placed into four work groups according to their careers.
-The total rating of the top 20 Recruits in each of the four work groups will be used to calculate the level of that work group.
-Recruit work groups can be upgraded to Lv.50. The rating required to level up a work group will gradually increase as its level increases.
-Soldier/Engineer/Scientist/Explorer group levels will affect your weapons/defense/electronics/piloting attributes.
-Additional attributes obtained through Recruit work groups will not unlock higher-level Pilot Skills.
 
Ship Appearance Modification System
·Obtaining Modification Kits
-You can gather ship Upgrade Parts in the game and exchange them for ship appearance modification kits.
-Ship appearance modification kits will be permanently saved once obtained, and will not be lost if your ship explodes.
-Ship appearance modification kits can be applied to T1, T2, and T3 versions of their corresponding ships.
·Using Modification Kits
-You can preview or apply owned ship appearance modification kits in your ship hangar.
-After using ship appearance modification kits, your will be tagged with a special marker when in space.
-Ships using ship appearance modification kits will gain a small armor bonus.
·Modification Kits Available After the Update
-Battleships: Kensho, Bastion, Wrath, Disciple, and their T2/T3 derivatives.
-Destroyers: Wintersweet, Cavalry, Coldrain, Basilisk, and their T2/T3 derivatives.
 
PvE Reward Increases
·Encounters
-Great Reward missions of Lv.23 and higher will produce the same weapons, devices, and component decryptable cases as wormholes of the same level.
-Great Reward missions of Lv.43 and higher will no longer produce decryptable cases.
-Great Reward missions will have a chance of directly granting T2 ship development items.
·Corporation Events
-The guidance beacon, eliminating refugees, and clearing pirates event stages have been redesigned, and the number of recommended players has been reduced to 10.
-The number of Corporation intel points needed to clear the refugee and pirate stages has been significantly reduced.
-The guidance beacon mission will generate additional weapon decryption cases.
-The clearing pirates mission will generate additional component decryption cases.
-The refugee mission will generate additional device decryption cases.
-The quality of decryptable cases produced by Corporation Events will be the same as those obtained from wormholes of the same level, and the quantity will be twice that of Great Reward missions of the same level.
·Reputation Quests
-A new event related to reputation missions has been added to the future events schedule.
-When this event becomes available, you will gain 30% increased Reputation and 200% increased Merit.
·Virus Crisis
-In version 1.5, 10 exclusive equipment blueprint items will be available from Final Battle stages.
·Pilot License Missions
-The Lv.2 and Lv.4 Pilot License Examination stages of each nation have been switched.
-The time limits of some Pilot License Examinations with low pass rates have been increased.
-The problem where some T2/T3 Lv.1 Pilot License Examinations required the use of ships with a tonnage lower than the examination’s tonnage type has been fixed.
·Corporation Raiding
-The number of cargo ships that can appear when loading and unloading from refinery facilities has been increased, and the loading and unloading time has been extended.
-Raid Probes will be able to locate nearby non-Alliance cargo ships currently being loaded and unloaded.
-When destroying refinery cargo ships, you and other players from your Corporation in the zone will share the spoils equally.
-Cargo ships will drop Smelting Ship Parts, which can be sold in the store for Credits.
 
Decryption System
·Implant Cases obtained through exploration quests, daily activity rewards, and Corporation events will no longer need to be decrypted.
·When opening decryption cases, you’ll have a certain chance to obtain more blueprints than usual.
 
Development System
·Universal Devices and Components
-The development projects of all universal devices and components have been re-classified to reduce the randomness of development results.
·Implant Development
-The issue where the bonus of the implant that produced a frontal lobe thruster device bonus was ineffective has now been fixed.
-The customized Frontal Lobe development’s thruster device bonus development program has been replaced with an Energy Nullification Device bonus development program.
 
Store System
·Trading Currency and Corp Store
-T1R1/T1R2/T1R3/T1R4/T2R2/T2R4 implants can now be purchased for development use.
-Daily Credit exchange voucher and Recruit Memory Transplant purchase limits have been raised.
·Trading Post
-Fixed a problem where the recommended prices of items at the trading post would not adjust themselves when trading volume was insufficient.
-The classification of Recruit Expertise Microchips at the trading post have been adjusted as follows: Recruit Enhancement / Pilot Related / Assistance & Dispatch
 
Corporation System
·Corporation War Declaration
-Corporation CEOs will be able to declare war on any other Corporation that does not belong to the same Alliance via the diplomacy function.
-Declaring war requires 20 million Gala, and the declaration will last for 48 hours.
-After declaring war, the two Corporations involved will be locked as enemies and can break through each other’s warp protection to engage in battle.
-When at war, the Corporation Star Map will display the operational status of the enemy Corporation's facilities.
·Corporation Wallet
-The Corporation Wallet’s weekly contribution list will show the weekly contribution of everyone in the Corporation.
-Optimized and sorted Gala filter types in the Corporation Wallet.
·Corporation Fleets
-Any Corporation member who has been in the Corporation for more than 24 hours will have the right to build their own fleet.
-Fleet creators will have the authority to set a Gunnery Officer and Navigator in their personal fleet.
-Corporation administrators can still operate and handle created Corporation Fleets.
·Kill and Loss Values
-Shot Down Report and Sovereignty values will be calculated according to the trading post’s guide price for that day.
-When donating items to other players, reward points will be calculated according to the trading post’s guide price for that item on that day.
 
PvP System
·PvP Drops
-The higher the value of a ship destroyed in PvP, the higher the value of its cargo space drops.
-If the value of a ship destroyed in PvP is too low, high-value items in its cargo space will not be dropped.
-Items in your cargo space after leaving a space station, including bound items, can drop when your ship is destroyed.
-Bound items actively taken from your base, then placed in your cargo space and brought into space, will not drop.
·Criminal Level
-Illegally attacking other players in secure and low security areas will cause your crime points to increase by 0.1, and killing another player will increase your crime points by 0.9.
-Players with more than 3 crime points will be marked as criminals.
-Players marked as criminals will be actively tracked by the police in secure and low security areas.
-Your Criminal Level will affect default pursuit distance and aggressiveness when the police track you.
-Police attacks have been adjusted to deal percentage-based damage, and they will also use propulsion and energy interference.
-In lawless space battles, current crime and justice markers will no longer be spread.
 
Mail and Chat System
·Mail System
-Mail will no longer be automatically sent to Corporation members when Corporation events are completed.
-Messages without attachments from the system and players will be automatically deleted after 7 and 30 days, respectively.
·Chat System
-All star region channels will be connected, and all players will share a public chat channel.
 
Other Optimizations
·Rankings
-The rankings interface portal has been moved from the space station interface to the main interface, and can now be viewed in space.
·Audio-Visual Effects
-Sound effects have been changed for all weapons, and for some ships and devices.
-Anti-aliasing, bloom, and screen style settings have been added to the game’s display settings.
·Performance Optimizations
-Optimized problems with excessive power consumption and heat generation on mobile devices.
 
And thus concludes the update notes for the content of Second Galaxy’s version 1.5 update! If you have any comments or suggestions regarding any of this content, please leave a message in the comments below. Let's keep working to improve Second Galaxy together!
 
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