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Second Galaxy Version 1.7 Patch Notes

2020-07-07 03:32:48

Greetings, Pilots! Today, we have prepared a detailed description Second Galaxy's version 1.7 update! The main content of this update includes: Corporation Special Ops, Tactical Weapons, Advanced Ammo, Advanced Devices, Advanced Components, New Research Projects, Balance Adjustments, Combat Function Enhancements, Logistics Function Enhancements, Sovereignty Yield Enhancements, Limited-Edition Ship Enhancements, and Ammo Yield Enhancements.
 
New Gameplay Modes
· Corporation Special Ops
·The new Corporation Special Ops feature will be launched when version 1.7 goes online. The entrance can be found in the Corporation function interface.
·Corporation Special Ops stages will rotate on a weekly basis and new Corporation Special Ops stages will be launched every Monday GT.
·The Corporation Special Ops function will enter a 24-hour ranking calculation period every Sunday to Monday. During this period, Corporation Special Ops mode will be unavailable.
 
· Activation Rules
·After the update, the first stages to be made available to play will be Military Exercise: Control and Virus Crisis: Terminate the Process.
·You’ll need to form a team of five to challenge these stages. You can begin operations in locations other than high security star systems.
·The stage mechanisms of Corporation Special Ops will be quite complicated, and will be divided into three difficulties: Easy, Normal, and Hard.
·You can view stage overviews, rule info, and recommended tactics through each stage’s Ops Info.
·This mode will provide players with free ship restoration chances twice per week, but only ships damaged in this mode can be restored.
·When clearing stages, you’ll be given a stage score according to your team’s performance, which will be used in the server rankings.
 
· Reward Issuance
·Corporation Special Ops rewards include Clearance Rewards, Challenge Rewards, and Ranking Rewards.
·When completing more difficult stages, you’ll also receive rewards for all lower difficulty levels.
·Challenge Points can be obtained by completing weekly challenge missions, and challenge rewards can be earned by accumulating Challenge Points.
·Every Monday GT, during the calculation period, the top 500 individuals and the top 100 Corporations will be awarded ranking rewards.
·Corporation Special Ops rewards include Tactical Weapons, Advanced Ammo, and other advanced equipment to be added to the game in version 1.7.
 
New Weapons
· Tactical Gunnery Units
·The new Tactical Gunnery Units to be added in version 1.7 include Tactical Blasters, Tactical Railguns, and Tactical Lasers.
·Tactical Gunnery Units possess higher damage than combat weapons of the same level, and have a longer range than sniper weapons of the same level.
·Tactical Gunnery Units deal dynamic range-based damage: The closer you are to the target, the higher the damage, and the farther you are, the lower the damage.
·The positioning of Tactical Gunnery Units is parallel to Combat Gunnery Units and Sniper Gunnery Units, and they will be available in single-barrel and multi-barrel models.
 
· Tactical Missile Launchers
·The Tactical Missile Launcher is a special missile launcher to be launched in version 1.7, which can be loaded with non-matching ammo.
·L-Tactical Missile Launchers can be loaded with Medium Ammo, M-Tactical Missile Launchers can be loaded with Small Ammo, and S-Tactical Missile Launchers can be loaded with Large Ammo.
·Tactical Missile Launchers have a faster cooldown rate and higher ammo firing concentration than Missile Launchers of the same level and size.
·When attacking a target the same size as you, Tactical Missile Launcher damage will not be as high as that of a basic Missile Launcher of the same level.
·Tactical Missile Launchers will be available in single-barrel and multi-barrel models.
 
· Drones
·In version 1.7, two models of medium-sized Drone Bays and medium-sized Railgun Drone Modules will be introduced to the game.
·Drone damage attributes and special functions can be changed by installing different Drone modules.
·The basic operation logic of Drones is the same as that of other weapons. Releasing Drones consumes energy and they also have cooldowns.
·After being launched, Drones will automatically attack and lock onto targets and automatically pursue them, and will cease fire when ordered to switch targets.
·Drones will start consuming their own energy after being launched, and will automatically return when their energy is depleted.
·Drones are immune to electronic interference after launch, but can be shot down by enemy anti-aircraft fire.
·When Drones successfully return to their carrier, Drone modules will also be restored according to the number of returning Drones.
·In version 1.7, a specially designed limited ship with a Drone bonus will become available for you to experience.
·The Drone released in version 1.7 will be a test version. We will make further modifications according to player feedback.
 
New Ammo
· Advanced Blaster Charges
·In version 1.7, Inductive Coupling Blaster Charges and Energetic Interference Blaster Charges will be made available in the game in Small, Medium, and Large sizes.
·When Inductive Coupling Blaster Charges hit targets and deal damage, they will also reduce the target’s Shield EM RES.
·When Energetic Interference Blaster Charges deal damage, they will also increase the energy consumption and cooldown time of the target’s weapon.
·The base damage of Advanced Blaster Charges is lower than that of normal Blaster Charges, and their interference effect does not work on Capital Ships.
 
· Advanced Laser Charges
·In version 1.7, Thermal Resonance Laser Charges and Spectral Interference Laser Charges will be made available in the game in Small, Medium, and Large sizes.
·When Thermal Resonance Laser Charges hit targets and deal damage, they will also reduce the target’s Shield Thermal RES.
·When Spectral Interference Laser Charges deal damage, they will also reduce the precision and tracking speed of the target’s weapon.
·The base damage of Advanced Laser Charges is lower than that of normal Laser Charges, and their interference effect does not work on Capital Ships.
 
· Advanced Railgun Charges
·In version 1.7, Kinetic Penetrating Railgun Charges and Spatial Interference Railgun Charges will be made available in the game in Small, Medium, and Large sizes.
·When Kinetic Penetrating Railgun Charges hit targets and deal damage, they will also reduce the target’s Shield Kinetic RES.
·When Spatial Interference Railgun Charges deal damage, they will also reduce the maximum range and crit rate of the target’s weapon.
·The base damage of Advanced Railgun Charges is lower than that of normal Railgun Charges, and their interference effect does not work on Capital Ships.
 
· Advanced Missiles
·In version 1.7, Shield Inhibition Missiles, Energy Inhibition Missiles, and Propulsion Inhibition Missiles will be made available in the game in Small, Medium, and Large sizes.
·When Shield Inhibition Missiles deal damage, they will also reduce the target’s shield recharge efficiency and increase their cooldowns.
·When Energy Inhibition Missiles deal damage, they will also reduce the target’s energy recharge efficiency and natural energy recovery.
·When Propulsion Inhibition Missiles deal damage, they will also reduce the target’s base velocity and thruster propulsion effect.
·The base damage of Advanced Missile Charges is lower than that of normal Missile Charges, and their interference effect does not work on Capital Ships.
 
New Devices
· The Deep Dive Interference Devices
·In 1.7 Version, 3 Deep Dive interference devices will be launched, all of which are enhanced versions of the original ranged single-target interference devices.
·The Deep Dive Warp Core Disruptor will restrict warp usage, remove all acceleration effects from the target, and significantly increase their mass.
·The Deep Dive Propulsion System Blocker possesses a deceleration function and also blocks the target's thruster devices and flashjump devices.
·The Deep Dive Signal Amplifier amplifies the target’s volume and increases their chances of being critically hit.
 
· Noether Charge Disintegrating Device
·The Noether Charge Disintegrating Beam instantly nullifies the superdevice energy of a single ranged target.
·The Noether Charge Disintegrating Field’s AoE group effect instantly nullifies the superdevice energy of targets hit.
 
· Anti-Cloaking Field
·The Anti-Cloaking Field removes cloaking effects from targets in range and renders them temporarily unable to re-enter stealth.
 
New Components
· Tungsten Plating
·Small, Medium, and Large Tungsten Plating provide additional armor to ships of different tonnages.
·Equipping Tungsten Plating will increase ship mass, reducing a ship’s agility, acceleration, and steering performance.
·You can install up to 3 Tungsten Plates on a ship.
 
· Extensive Armor Coating
·Extensive Armor Coating can also improve the EM, Thermal, and Kinetic resistance of your armor.
·You can install up to 3 Extensive Armor Coatings on a ship.
 
· Shield Regeneration Modules
·Small, Medium, and Large Shield Regeneration Modules provide additional natural shield recovery to ships of different tonnages.
·Shield Regeneration Modules passively strengthen the natural recovery of shields. They do not need to be activated and do not consume energy.
·You can install up to 3 Shield Regeneration Modules on a ship.
 
· Power Core Protection Screens
·Power Core Protection Screens provide ships with energy nullification resistance and reduce the effect of energy nullification.
·You can install up to 3 Power Core Protection Screens on a ship.
 
New Research Projects
· Tactical Weapons
·New research projects will be released for Tactical Blasters, Lasers, Railgun, and Missiles, and will serve as prerequisites for the use of the corresponding new weapons.
·New Tactical Weapons research projects will reduce the installation power consumption of their corresponding weapon types.
 
· Advanced Ammo
·New research projects will be released for Advanced Blaster, Laser, Railgun, and Missile Ammo, and will serve as prerequisites for the use of the corresponding new ammo types.
·New Advanced Ammo research projects will reduce the activation energy consumption of their corresponding weapon types.
 
· Noether Charge Disruption
·Noether Electric Charge Interference and Disintegration projects will be released as prerequisites for using the two Noether Charge Disruption Devices.
·Noether Electric Charge Interference reduces the activation energy consumption of all Noether Charge Disruption Devices.
·Noether Electric Charge Disintegration reduces the range/AoE effect of all Noether Charge Disruption Devices.
 
· Warp Disruption
·Warp Core Disruption will be released as a prerequisite for using The Deep Dive Warp Core Disruptors.
·These research projects will reduce the cooldown time of all Warp Disruption Devices.
 
· Velocity Interference
·Propulsion System Block will be released as a prerequisite for using The Deep Dive Propulsion System Blockers.
·These research projects will reduce the cooldown time of all Propulsion Interference Devices.
 
· Signal Amplification
·The original Signal Amplification (CD) projects will be renamed to Signal Amplification (Energy), but their effects will not be changed.
·The new Signal Amplification (Energy) projects will be released as a prerequisite for using The Deep Dive Signal Amplifiers.
·The purpose of these research projects is to reduce the cooldown times of all signal amplification devices.
 
· Cloaked Units Detection
·Cloaked Units Detection projects will be released as prerequisites for using Anti-Cloaking Fields.
·The purpose of these research projects is to reduce the cooldown times of all Cloaked Unit Detection devices.
 
· Armor Plating
·New Armor Plating upgrade research projects will be released as prerequisites for using Tungsten Plating and Extensive Armor Coating.
·The purpose of these research projects is to reduce the mass of your ship, which will improve its agility.
 
· Research Classification Modifications
·Warp Disruption research will be removed from the Propulsion System Suppression subcategory and classified as Warp System Suppression.
·Signal Amplification research will be removed from the Weapon System Suppression subcategory and classified as Signal Amplification.
·Noether Charge Disruption research will be assigned to the Weapon System Suppression subcategory.
·Cloaked Units Detection research will be assigned to the Directional Scanning Technology subcategory.
·Armor Plating research will be assigned to the Ship Core System subcategory.
·Tactical Weapons and Advanced Ammo research will have their own subcategories.
 
Balancing Adjustments
· Missile Expansion
·Version 1.7 will see the launch of new Inferno Missiles with a primary thermal attribute and secondary electromagnetic attribute, and Gungnir missiles with a primary electromagnetic attribute and secondary kinetic attribute.
·The existing primary kinetic attribute and secondary thermal attribute missiles will be renamed Pollaxe Missiles, and their data and damage will remain unchanged.
·The basic specification structure and numerical data of the new Inferno and Gungnir Missiles will be consistent with Pollaxe Missiles.
·The finished products and blueprints of the new Missiles will be available through conventional channels such as the Mall, the development system, and drops throughout the game.
 
· Device Enhancement
·All ranged single-target buff devices will be enhanced: When applying buff effects to others, you will also gain the same effect.
·Buffs obtained from single-target buff devices will be able to take effect simultaneously with buffs from self-cast and AoE buff devices.
 
· Component Enhancement
·Blaster Range Enhancer (A) and Blaster Range Enhancer (B) will gain a new bonus effect: Increased Blaster trajectory speed.
·Missile Range Enhancer (A) and Missile Range Enhancer (B) will gain a new bonus effect: Increased Missile trajectory speed.
·All Shield Extenders will gain a new bonus effect: Increased shield recharge and shield projector recharge amount.
 
· Battlecruiser Enhancements
·Cove, Prosecutor, Stribog, Curse and their T2/T3 models will obtain the Juggernaut tag.
·Cove and its T2/T3 models will obtain Damage Enhancer and Shield Generator related bonuses.
·Prosecutor and its T2/T3 models will obtain Shield RES Device and Shield Generator related bonuses.
·Stribog and its T2/T3 models will obtain Range Enhancer and Shield Generator related bonuses.
·Curse and its T2/T3 models will obtain Precision Enhancer and Shield Generator related bonuses.
·An exclusive Juggernaut tag component is still being designed and will be released in a future version.
 
· Superdevice Enhancement
·Gauss Magnetic Field Stabilizers will gain a new bonus effect: Increased weapon damage while effective.
·Some beam link superdevice durations have been shortened so that they can deal damage faster.
·The damage of some beam link superdevices has been increased so that they can deal more damage.
 
· Ship Balancing Plan
·The version 1.7 ship balancing plan will not begin until the new version is online, and will be updated on a weekly basis.
·26 ships are scheduled to be adjusted throughout this version, and the specific plan will be announced in advance in order to gather player feedback.
 
Combat Function Enhancement
· Tactical View
·A Maximum Range Ring will be added to the tactical view to dynamically display the maximum range of a ship’s current weapons.
·Orbital Distance Projection will be added to the tactical view to visually display the relative distance of nearby targets more intuitively.
·A Velocity Vector Arrow will be added to the tactical view to help players grasp the direction and speed of their targets.
·You can adjust the number of targets you’d like to see advanced information on in the settings to adjust client performance.
 
· Combat Stats
·Combat statistics will calculate player damage output, damage taken, and shield recharge data in real time.
·Combat statistics will automatically start running every time you enter space, and past data will be saved automatically.
·A special tab will be added to the HUD to display total damage, global damage per second, and a new statistics toggling button.
·You’ll be able to stop and start a new statistics session at any time, and can view up to 10 historical data sessions.
·The combat statistics function can be turned off in the settings interface.
 
· Changing Ammo in Space
·A special ammo depot will be added to each ship’s cargo space. You can add ammo to this ammo depot in the ship hangar.
·You’ll be able to select and switch to ammo placed in your ammo depot while in space.
·Ammo placed in the ammo depot will not be automatically unloaded after your ship enters a space station.
·Ammo obtained in space will not be placed in the ammo depot.
 
· Changing Wingmen in Space
·You’ll be able to select recruits from the wingman queue to pilot designated ships and join you in battle while you’re in space.
·The HUD will display in detail the types of useable ships and the devices of recruits currently in the wingman queue.
·The wingman queue will be expanded from three to five.
 
· Warp Arrival Distance Configuration
·Warp arrival distance is the distance from the warp coordinate point when you land after warping. This distance is 0 meters by default.
·In version 1.7, you will be able to manually set warp arrival distance by long pressing the warp button.
 
Logistics Function Enhancements
· Research
·A queue function will be added to the Research feature. You’ll be able to add multiple research projects to this queue to be carried out in order.
·Your number of research queue slots will gradually increase according to your level.
·When filling your queue with research projects, you must spend the required minerals in advance.
·Research projects can be removed from the queue at any time. Minerals paid in advance will be returned.
·Research projects that have started upgrading cannot be removed, and can only be aborted.
·You can speed up research projects in the queue and complete projects immediately.
 
· Development
·Two new development modes have been added for implants and microchips.
·Forefront development requires two T3R4 materials and grants random T3R5 products.
·Perfection development requires one T3R5 material and grants random T3R5 products.
·More red dots and figures will be added to the development function to indicate the number of times you can develop.
·The batch development function will avoid using exclusive equipment and special equipment blueprints as development materials.
 
· Star Map
·An Attack Intensity filter will be added to the star map to show the PvP shot down count in each star system within the past 24 hours.
·The Corporation and Alliance sovereignty filters will indicate where Jump Portal Generators are available for use.
 
· Wingman Quick Upgrading
·You'll be able to upgrade wingmen quickly by setting a desired level.
 
· Wingman Batch Dismissal
·You'll be able to select wingmen in batches and dismiss the selected wingmen all at the same time.
 
Sovereignty Yield Enhancements
· Refineries
·The unloading cycle of Corp Refineries will be changed from once a day to once a week.
·Corp Refinery Freighters will unload 7 separate times instead of just once.
·Specific refinery unloading date options have been added to the Corporation management settings.
·When no date is set, the system will randomly select Tuesday or Wednesday as the unloading day.
 
· Corporation Trade
·Limited-time NPC purchase events will be added to the Corporation Trade feature. 70 purchase orders will be made available each time the event begins.
·Limited-time NPC acquisition events work in the same way as regular Corporation Trade, and Gala can be earned by selling Corporation minerals.
·When version 1.7 launches, only NPC purchase orders for blue, purple and orange Corporation minerals will be initially available.
·Unfulfilled NPC purchase orders will be automatically canceled at the end of the event.
 
· Sovereignty Vulnerability
·Corporations that occupy a large number of star systems, but their members are inactive for a long time, may become vulnerable.
·When vulnerable, a Corporation’s sovereign facilities and Corporation facilities will lose damage control protection in Sovereignty Wars.
·When selecting the War Status filter, vulnerable star systems will be shown on the star map in purple.
 
Limited-edition Ship Enhancements
· Limited-Edition Ship Reissue
·Limited-edition T2 ships that have been in the game for more than half a year will be made available once more in the form of a special event.
·Reissued T2 ships will be displayed in the game on a long-term basis.
 
· Limited-Edition Ship Upgrading
·Events designed to allow players to upgrade reissued T2 ships to T3 ships will be launched according to the flow of reissue events.
·Reissued T3 ships will be displayed in the game on a long-term basis so that players have adequate time to upgrade them.
 
· Limited-Edition Ship Restoration
·Special Restoration Contracts will be added to the game to restore limited-edition ships damaged by players in PvP.
·These contracts restore limited-edition ships, however, the equipment and contents of these ships will not be restored.
 
Ammo Yield Enhancements
·Five new Ammo Supply Cases will be added to wormhole stages to greatly increase the amount of ammo obtained through normal gameplay.
 
And thus concludes the update notes for the content of Second Galaxy's version 1.7 update! If you want to know more about the version 1.7 update, please stay tuned to our official communities. Let's keep working to improve Second Galaxy together!
 
More info about version 1.7 Update preview: