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Second Galaxy Version 1.8 Patch Notes

2020-12-08 03:22:46

Greetings, Pilots! Version 1.8 mainly includes a series of content related to the newly introduced nation, the United Solar Systems of Hygara (USSH), and other optimizations and system improvements.
 
United Solar Systems of Hygara (USSH)
•New Characters
•Characters from the USSH will be available during character creation
•New Ships
•30 newly designed T1/T2/T3 ships from the USSH
•New Weapons
•New Tri and Hexa S/M/L-Drone Bays
•New S/M/L-Railgun, Laser, and Blaster Drone Modules 
•New Devices
•Armor Repair Systems, Armor Repair-Bots Projectors, and Armor Repair-Bots Diffusers, repairing armor for your own and allied ships.
•Extensive Emergency Armor Coating, greatly boosting a ship’s armor RES to EM/Thermal/Kinetic DMG for a short time.
•Weakness Analysis Disruptor and Weakness Analysis Interference Field, reducing targets’ Crit Rate for a short time.
•New Components
•[Juggernaut] Exclusive Component: Supersymmetric Field Augmenter, reducing Shield Recharge/Generation Device power usage and activation costs.
•Drone Damage Amplifier, boosting drones’ weapon damage.
•Drone Thruster Enhancer, boosting drones’ velocity. 
•Drone Lightweighting System, greatly boosting drones’ velocity, but reducing ship velocity.
•Drone Precision Enhancer, greatly boosting drones’ precision but reducing their velocity.
•Drone Critical Enhancer, greatly boosting drones’ Crit DMG but reducing their precision. 
•EM/Thermal/Kinetic RES Armor Coating, boosting a ship’s armor RES to EM/Thermal/Kinetic DMG.
•S/M/L-Californium Plating, boosting a ship’s armor capacity.
•Armor Repair Augmentor and Armor Repair-Bots Augmentor, enhancing the effects of Armor Repair Systems and Armor Repair-Bots Dispensing Devices.
•Weakness Analysis Jammer, reducing the chance of a ship taking Crit DMG. 
•Gravitational/EM/Radio Wave Scanning Sensor, boosting a ship’s Gravitational/EM/Radio Wave scan strength.
•New Implants
•New [Armor] series Implants, including Implants that boost armor capacity, armor RES, effects of Armor Repair Systems and Armor Repair-Bots Dispensing Devices, and reduce ship mass and Armor Repair System and Armor Repair-Bots Dispensing Device activation costs. 
•New [Stinger] series Implants, including Implants that boost drones’ weapon DMG, endurance, velocity, precision, Crit Rate, Crit DMG, and reduce drones’ CD and activation cost. 
•3 new [Core] series Implants, reducing the chance of a ship taking Crit DMG and the Crit DMG a ship takes. 
•All [OEM] Implants with a bonus to Artillery will be added with additional bonuses to Drones.
•New Research
•USSH Ships Basic and Advanced research: Boost USSH ships’ superdevice recharge rate. 
•Drones Basics research: Reduce Drones CD.
•Drones Advanced research: Boost drones’ DMG, velocity and precision. 
•Armor Repair System/Repair-Bots Efficiency research: Enhance effects of Armor Repair Systems and Armor Repair-Bots Dispensing Devices.
•Armor Repair research: Reduce Armor Repair Systems and Armor Repair-Bots Dispensing Devices power usage, activation cost, and CD. 
•Armor RES Basics research: Boost a ship’s armor RES to EM/Thermal/Kinetic DMG.
•Tactical Armor Technology: Reduces Extensive Emergency Armor Coating CD. 
•Weakness Protection: Reduces the chance of a ship taking Crit DMG. 
•Crit Hit Interference (Energy): Reduces weakness analysis interference device activation costs.
•Crit Hit Interference (Effective Range): Boosts weakness analysis interference device range.
•Wingman Weapon Range/Wingman Energy Management/ Wingman Energy Recover: Boosts Wingman ships’ weapon range, energy capacity, and energy recovery rate. 
•New Academy Skills 
•Drone Quick Shot/Weakness Analytics/Remote Control: Boosts drones’ weapon DMG, Crit Rate, and velocity.
•Armor EM Attenuation/Heat Dissipation/Kinetic Deflection: Boosts a ship’s armor RES to EM/Thermal/Kinetic DM.
•Armor Repair: Enhances effects of Armor Repair Systems and Armor Repair-Bots
•Armor Repair Acceleration/Conservation: Reduces Armor Repair Systems and Armor Repair-Bots CD and activation cost.
•New Recruits
•A series of new Recruits from the USSH
•New Achievements
•177 achievements for Skills, Licenses, Research, Implant, Recruits, Reputation, Commodity, Items Collection, Ship Collection, Upgrade Kits, Avatars, Raid, and Special Ops. 
•New Special Operations
•[Smart Network: Sequential Evolution]
•[Deep Space Rescue: Stranded Whale]
 
Quests Adjustment
• Main Plot
•The default weapons of the Vigilante for the main plot of each of the 5 nations are adjusted to the following: ECD-Blaster, NEF-Missiles, OE-Laser, RS-Railgun, USSH-Drones.
•Ship rewards for [Main] The 1st Legion are adjusted to the following: ECD-Glimmer, NEF-Jaeger, OE-Contemplative, RS-Poplar, USSH-Viper.
•Ammo rewards for Chapter 2 are adjusted to the following: ECD-Laser Crystal, NEF-Blaster Charge, OE-Railgun Charge, RS-Drone Module, USSH-Missiles.
•Rewards for [Guide] Implants are adjusted to T1R1 Implants with DMG bonus to two weapon types: ECD-Blaster+Laser, NEF-Missiles+Blaster, OE-Laser+Railgun, RS-Railgun+Drones, USSH-Drones+Missiles
•Ship rewards for [Guide] Join a Corp are adjusted to the following: ECD-Frost, NEF-Komodo, OE- Dervish, RS- Blackbear, USSH- Bumblebee.
•Chapter rewards for Chapter 3 are adjusted to the following: T1R2 S-Energy Recharger, T1R2 S-Shield Recharger, T1R2 S-Ion Thruster, T1R2 Medium-Range Flashjump Engine, and T1R2 Damage Enhancer.
•Rewards for [Main] Display of Good Faith and [Main] Return are adjusted to T1R2 components with DMG/Range bonus to a weapon type as follows: ECD-Blaster, NEF-Missiles, OE-Laser, RS-Railgun, USSH-Drones.
•Rewards for [Main] Escort the Envoy, [Main] Return to Base, and [Main] New Orders are adjusted as follows: T1R2 Shield Recharge Augmentor, T1R2 Energy Recovery Augmentor, and T1R2 Auxiliary Power Core.
•Ship rewards for Chapter 4 are adjusted to the following: ECD-Genbu, NEF-Vanguard, OE-Hellfire, RS-Whinston, USSH-Pioneer; Others: T1R2 M-Ion Thruster, T1R2 M-Energy Recharge and T1R2 M-Shield Recharger.
•Weapon and ammo rewards for Chapter 5 are adjusted to the following: ECD-Laser, NEF-Blaster, OE-Railgun, RS-Drones, USSH-Missiles.
•Ship blueprint rewards for Chapter 5 are adjusted to the following: ECD-Divine, NEF-Centurion, OE-Curse, RS- Stribog, USSH-Meteor; Others: T1R3 M-Ion Thruster, T1R3 M-Energy Recharger, and T1R3 M-Shield Recharger.
•Rewards for [Main] Deception and [Main] Blueray II are adjusted to T1R3 components with DMG/Range bonus to a weapon type as follows: ECD-Blaster, NEF-Missiles, OE-Laser, RS-Railgun, USSH-Drones.
•Chapter rewards for Chapter 6 are adjusted to the following: T1R3 L-Ion Thruster, T1R3L-Energy Recharger, and T1R3 L-Shield Recharger
•Chapter rewards for Chapter 7 are adjusted to T1R3 weapons as follows: ECD-Blaster, NEF-Missiles, OE-Laser, RS-Railgun, USSH-Drones.
•Rewards for [Main] Lost Munitions are adjusted to T1R2 Damage Enhancers, and rewards for [Main] The Unexpected Visitor are adjusted to T1R3 Damage Enhancers.
•License Tests
•75 new USSH license tests
•Rep Quests
•16 new USSH Agents 
 
New Features
•Stamina System
•Removed the limit to the number of times Encounter, Rep, Wormhole, and Scanner quests can be completed daily. Replaced with the Stamina System where quests can be chosen at a certain cost of stamina.
•(Default) Stamina recovery rate: 27/3 hours; Max Stamina: 220
•(Purchased Adventure Plan) Stamina recovery rate: 35/3 hours; Max Stamina: 840
•Elite Plan offers 3 Stamina Replenishment Contracts daily, each of which provides 30 stamina.
•Each Encounter quest scan costs 30 stamina and offers 3 Encounter quests. 
•Each Scanner quests scan costs 15 stamina and offers 3 Scanner quests.
•Each Rep quest costs 10 stamina.
•The stamina cost for Wormhole quests depends on your ship type: Frigate-18 stamina, Destroyer-27 stamina, Cruiser-38 stamina, Battlecruiser-51 stamina, Battleship-62 stamina.
•Players can dispatch up to 15 squads for Dispatch quests by using stamina. Each additional squad costs 2-5 stamina depending on the time the quest requires.
•Avatars
•Players can raise Rep Rank in each nation to unlock avatars, then spend corresponding Merit Pts to purchase these avatars.
•Enlistment of Galactic Legends Recruits offers avatars.
•The character’s image in the profile and chat channels will be changed as new avatars are applied.
•Corp & Ship Statistics
•Added two buttons on the Overview Settings screen: Corp Statistics and Ship Statistics, allowing players get statistic for ships and Corps in the current scene.
•Corp Statistics: the statistics of Corps according to Ally, Neutral and Foe in the current scene.
•Ship Statistics: the statistics of Ships according to Ally, Neutral and Foe in the current scene.
•Velocity Limit
•Players can hold and slide the pointer beside the velocity bar while in space to set the ship velocity limit.
•Device Auto Activation
•Auto-combat can now be set to automatically activate devices. 
 
Features Adjustment 
•Development System
•All development projects have been redesigned, and will no longer produce T1 blueprints.
•Development projects will no longer consume blueprints but use Devkits and Blueprint Registers/Memory Compliers instead. Devkits can be obtained by disassembling items, while Blueprint Registers and Memory Compliers are available from gameplay and in stores.
•Players still only obtain random products of random quality from development projects.
•The quality of products depends on the development mode (tech level) selected, and will not exceed R5 of the selected tech level.
•Implant development projects only require Implant Widgets, producing random products of the selected quality.
•Microchip development projects now require Gala instead of Credits.
• Personal Warehouse
•Items in the warehouse will be sorted into two categories: products and blueprints, and items of each category will be sorted by types.
•A Disassembly feature has been added to the warehouse, where unwanted items (products) can be disassembled into Devkits.
•Items can be made unavailable for disassembly, preventing needed items from accidentally being included when selecting multiple items for disassembly.
•Pilot Level
•Removed the Daily EXP Limit on quests.
•Raised the level limit of PVP combat. Players under Lv. 27 aren’t allowed to engage in PVP combat, can enter Chaotic Space of wormholes but not Lawless Space.
•Activity Level
•Increased the number of quests that can be completed in a solar system so that the quest reward penalty won’t be triggered unless while completing hundreds of quests in a short time.
•Galactic Pts
•Adjusted Galactic Pts obtained from quest completion
•Encounter/Virus Crisis/Rep quests: 10 Galactic pts/quest
•Wormhole quests: 40 Galactic pts/quest
•Scanner/Dispatch quests: 5 Galactic pts/quest
•New daily milestone rewards: 10 Galactic pts: BAS Relocation Speed-Up, 40 Galactic pts: BAS Research Speed-Up,80 Galactic pts: Illegal Miners' Ore Container,120 Galactic pts: Basic Implant Canister,160 Galactic pts: A certain amount of Gala
•Ship Hangar
•Adjusted the default camera parameters in the ship hangar, optimizing the display of ships.
•Installed weapons will now display their Crit Rate, Crit DMG, Tracking Speed, and Precision. 
•Ship details in the hangar will display a ship’s Armor RES, NRG Nullification RES, and Shield Recovery Rate.
•This information will also be available when in space through tapping the shield bar and long pressing a weapon icon.
•When applying a new Config, quick purchase orders can be edited by deleting unwanted attachments or by skipping quick purchase and using attachments from the warehouse.
•When a new weapon is chosen for a weapon slot, the weapon will be automatically loaded with ammo according to the selected ammo loading mode.
•When swapping ammo for a weapon, incompatible ammo cannot be selected.
•Players have to confirm twice when removing a wrecked exclusive ship from the ship hangar.
•Rankings
•The number of T1 ships shot down will no longer be included in the Kills and Killstreaks Rankings.
•The value of T1 ships and attachments will no longer be included in the DMG Value (C) Rankings.
•These rankings will be recounted upon the official release of version 1.8.
•Recruits
•Players can now switch Combat Modes for their Wingman while in flight, choosing between Strike Mode and Defense Mode.
•Strike Mode allows the Wingman to approach and attack the target the player’s ship is currently locked on to.
•Defense Mode forces the Wingman to follow the player’s ship and to only attack targets within weapon range.
•The Galactic Legends event will no longer replace Senior Recruitment in the Recruitment Center when the event is online, the rules of which will be in line with that of Senior Recruitment.
•Detailed information of Galactic Legends Recruits will be available in the Recruitment Center.
•Players are able to select multiple Recruits for training and dismissal according to their rank, career, nation, or level.
•A new filter for Microchip selection allows players to quickly find a Microchip they want by type, tech level, and rank.
•When dismissing a Recruit, players will receive T2/T3 Memory Compliers according to the Recruit’s rank. 
•The Precision Jammer on ECD/NEF/RS soldier ships has been replaced with the Damage Dampener, the Adaptive RES Disruptor, and the Range Disruptor respectively. 
•Research
•Effects of Radiation Scan, EM Wave Scan, and Gravitational Field Scan have been adjusted to boost the corresponding Scan Strength.
•Armor technology has been renamed as Armor Repair Capability and moved to the Armor Basics category.
•Armor Plating technology has been moved to the Tactical Armor category.
•Overview
•Players can now hide all Foe/Enemy targets in the first list of the Overview.
•Players can now hide all summoned targets in the Overview.
•Players can now disable auto switch between targets in the Overview.
•Decryption
•Now players can auto-add encrypted cases to all empty slots, and open all decrypted cased at the same time.
•Production
•Adjusted the max time for mass production with multiple blueprints to 72 hours.
•Map
•Alliance Sovereignty will only show available Jump Portals in solar systems displayed by the current zoom range.
•Pilot Profile
•The bounty on you and your earned bounty will be displayed in the Pilot Profile.
•Mail
•The entry point for Mail has been move to the second position on the main menu. 
•Removed mail sent for the completion of Relocation/Research/Decryption, the start/end of Corp Quests, Advanced Payment Returned, Goods Placed in Warehouse, Delivery Complete, etc. 
•Notices
•The completed 7-day Login event will be automatically removed from the Events screen when all rewards are claimed.
•Packs for new players will be removed from Galaxia when players reach the designated level.
 
Gameplay
•Encounter Quests
•Common Encounter quests will mainly provide Credits on completion.
•[Great Reward] Encounter quests will mainly provide Implants on completion.
•Virus Crisis Quests
•Common quests in infected solar systems will mainly provide Credits on completion.
•[Virus Crisis] quests will mainly provide Microchips and Memory Compliers on completion.
•[Juggernaut] exclusive component: Supersymmetric Field Augmenter will now drop in the Final Battle.
•Scanner Quests
•The rewards for Scanner quests will no longer decrease as the number of accepted quests increases.
•Accepting Scanner quests has been completely redesigned, now spending stamina scanning for quests in the interface of the Map screen.
•When players repeatedly scan for quests in the same solar system, the cooldown to obtain new quests is now reduced to 12 hours.
•Now some old Exploration spot can be located directly by scanning for Scanner quests.
•Completing a Scanner quest provides a chance to receive “Special Encrypted Caches”, which can be used to accept high-level Exploration quests.
•Scanner quests will no longer give out items of a designated type.
•Rep Quests
•Increased the Merit Pts reward for Rep quests, reduced the Merit Pts bonus from Rep Rank. 
•Players are now allowed to accept as many Rep quests as they want using the stamina system. However, Rep quests will no longer give out Rep Pts after players accept over 20 Rep quests.
•Completing a Rep quest provides a chance to receive Intel Collectors.
•Reduced the cooldown time for forfeiting 2 Rep quests in succession to 1 hour.
•Wormhole Quests
•Wormhole quests will mainly provide Blueprint Encrypted Cases and Blueprint Registers on completion.
•Wormholes will now be divided into 3 types according to tech level. Entering Wormholes requires piloting a ship of that tech level.
•Requirements of T1 Wormholes: Pilot Lv. 14; T1 ships
•Requirements of T2 Wormholes: Pilot Lv. 32; T1&T2 ships
•Requirements of T3 Wormholes: Pilot Lv. 43; T2&T3 ships
•The Regular Space of Wormholes will be removed and the Chaotic Space will be divided into 3 tiers.
•Notices about entering and exiting Chaotic Space will no longer be displayed, and the number of Pilots will be hidden.
•The level of Distortion Effect can’t be reduced once it reaches level 10, and players will be forced to leave the Wormhole within 5 minutes.
 
Stores
•Merit Store
•Now blueprints of T2R1 to T2R4 quality will be available in the Merit Store.
•All these blueprints can only be purchased in a limited amount weekly. Common blueprints: 1/week; ammo blueprints: 3/week.
•Items in the ECD Merit Store are adjusted to the following: ECD T2 ships, Blaster weapons, Blaster Charges, Ion Thrusters, EM Attenuation Screens, EM RES Projectors, EM Res Enhancers, Damage Enhancers, Blaster Damage Amplifiers, Blaster Range Enhancers (A), Energy Recovery Augmentors, Auxiliary Propulsion Engines, and Attitude Control Engines.
•Items in the NEF Merit Store are adjusted to the following: NEF T2 ships, Missile Launchers, Missiles, Shield Rechargers, Adaptive Screens, Adaptive RES Projectors, Adaptive RES Enhancers, Cloaking Devices, Missile Damage Amplifiers, Missile Range Enhancers (A), Shield Recharge Augmentors (A), Warp Core Stabilizers, and Warp Accelerators.
•Items in the OE Merit Store are adjusted to the following: OE T2 ships, Laser weapons, Laser Crystals, Energy Rechargers, Heat Dissipation Screens, Thermal RES Projectors, Thermal RES Enhancers, Precision Enhancers, Laser Range Enhancers (A), Laser Damage Amplifiers, and Auxiliary Energy Batteries.
•Items in the RS Merit Store are adjusted to the following: RS T2 ships, Railgun weapons, Railgun Charges, Agility Thrusters, Kinetic Deflection Screens, Kinetic RES Projectors, Kinetic Res Enhancers, Range Enhancers, Railgun Damage Amplifiers, Railgun Range Enhancers (A), and Shield Extenders.
•Items available in the ECD Merit Store: USSH T2 ships, Drone Bays, Drone Modules, Armor Repair Systems, Velocity Projectors, Propulsion Jammers, Critical Enhancers, Drone Damage Amplifiers, Drone Thruster Enhancers, EM RES Armor Coatings, Thermal RES Armor Coatings, Kinetic RES Armor Coatings, and Armor Repair Augmentors.
•New Commodities
•USSH Special Commodity: Golden Synthetic Fertilizer, Alien Pet, Condensed Gel, and Data Decoder are now available for trading with commodity merchants.
•Corp Store
•Removed old Dev Units from the Corp Store.
•Removed old Developmental Implants from the Corp Store.
•New DevKits are now on sale in the Corp Store.
•Reduced the weekly purchase limit of BAS/INT Research Speed-Ups in the Corp Store.
•Reduced the weekly purchase limit of BAS/INT Relocation Speed-Ups in the Corp Store.
•Pan Gala Store
•Removed old Dev Units from the Pan Gala Store.
•Removed old Developmental Implants from the Pan Gala Store
•New Blueprint Registers are now on sale in the Pan Gala Store.
•ADV Research Speed-Ups are now on sale in the Pan Gala Store.
•ADV Relocation Speed-Ups are now on sale in the Pan Gala Store.
•Galaxia
•Removed old Encounter Probes from Galaxia.
•Removed old Dev Units from Galaxia.
•Removed old Developmental Implants from Galaxia.
•New DevKits and Blueprint Registers are now on sale in Galaxia.
•Monthly Plans
•Elite Plan now offers 3 Stamina Replenishment Contracts daily.
•The Daily Wormhole Entries bonus of the Adventure Plan has been replaced with Stamina Recovery Rate and Max Stamina bonuses.
•The revision of Elite Plan and Adventure Plan perks won’t affect your subscription duration.
 
Ships Adjustment
•Ship Bonus
•The RS Poplar/Fir/Birch are now endowed with bonuses to drones, and their superdevice has been changed to the Hunter Self-Regulating Drone.
•The Whinstone/ Corundum/Onyx are now endowed with bonuses to drones, and their superdevice has been changed to the Hunter Self-Regulating Drone.
•The RS Overlord/ Dictator /Tyrant are now endowed with bonuses to drones.
•Shield & Armor Capacity
•Increased all T2 ships’ Shield and Armor capacities by 15%.
•Increased all T3 ships’ Shield and Armor capacities by 30%
•Shield RES
•Adjusted all the NEF ships’ Shield RES to the following: Thermal RES>Kinetic RES>EM RES.
•Armor RES
•Adjusted all the ECD ships’ Armor RES to the following: Thermal RES>Kinetic RES>EM RES.
•Adjusted all the NEF ships’ Armor RES to the following: EM RES>Kinetic RES>Thermal RES.
•Adjusted all the OE ships’ Armor RES to the following: Kinetic RES>EM RES>Thermal RES.
•Adjusted all the RS ships’ Armor RES to the following: Thermal RES>EM RES>Kinetic RES.
 
Weapons Adjustment
•Missile Launchers
•Greatly increased all missiles’ velocity, and optimized their trajectory.
•Missile launchers of the same size and number of barrels now have the same cooldown time. 
•Missile launchers will now launch a designated amount of missiles per activation, all at the same time, rather than launching separately as before.
•Missile launchers can now boost the base DMG of missile, which increases with the quality of the launchers.
•Reduced the amount of missiles launched per activation, but increased the DMG of each missile.
•Laser Weapons
•Optimized the time needed for laser weapons to link with a target. Laser weapons of the same size and number of barrels will link with a target in the same amount of time.
•The damage dealt by laser weapons now increases with the time they maintain a link with a target.
•Blaster Weapons
•Reduced the negative effects of high ship velocity on blaster weapon precision and damage
•Drones
•The cooldown time of drone bay will now be reduced according to the remaining endurance of drones returned to the drone bay
•Superdevices
•Reduced the base DMG of the Higgs Charged Blaster, Hived Cluster Missile Launcher, Multifocal Anode Maser, and Prototype Antimatter Projectile.
 
Attachments Adjustment
•Signal Amplification Devices
•New effect of Signal Amplifier/ Signal Amplification Field/The Deep Dive Signal Amplifier: Increases Crit DMG dealt to targets.
•RES Interference Devices
•Enhanced the effects of every RES Interference Device.
•Anti-Cloaking Field
•Activation of Anti-Cloaking Field will no longer cause the ship to become an enemy target in others’ Overview
•Tungsten Plating
•Reduced the S/M/L-Tungsten Plating penalty to ship mass.
 
Rules Adjustment
•Crit Rate & Crit DMG
•Crit Rate: The closer to 100% a weapon’s Crit Rate is, the harder it will be to boost it further. At the same time, it will be more difficult for interference devices to reduce the Crit Rate.
•Crit DMG: The max Crit DMG a weapon can deal is 400% of its base DMG.
•Tech Limit
•Ships are no longer allowed to be installed with attachments of a higher tech level.
•Weapons are no longer allowed to be loaded with ammo of a higher tech level.
•Capital ships are only allowed to be installed with capital ship exclusive components.
•Ships applied with such Configs will not be allowed to undock in the new version.
•Summoned Objects
•Attacking another player’s summoned objects will result in gaining the Access Restricted tag. 
•When attacking a summoned object in Low Security Space, it will be considered as a crime or as a justice act according to the Criminal Level of the summoned object’s owner.
•When a Pilot is attacked by a summoned object in Low Security Space, counterattacks will not be consider a crime. 
 
Corp System
•Alliance
•The diplomatic relations of member Corps will be aligned with those of the Executive Corp of an alliance.
•War Reports for wars that have already ended will be kept in Alliance Warfare for 72 hours.
•New Members
•Corp admins are now allowed to set an Admission Rating for applications, where applicants will be denied if their rating doesn’t meet the requirement.
•Players will only see Corps with high levels of activity and whose Admission Rating is close to their own rating when choosing a Corp to join.
•Corp admins are now able to directly contact applicants through private messaging and mail through the application list.
•Corp’s Level of Activity
•A Corp member can participate in PVE and PVP gameplay to increase the Corp's Level of Activity by up to 100 pts a day.
•The maintenance for Sovereignty and Corp facilities will cost a certain amount of Level of Activity based on the number of solar systems belonging to the Corp and their Prosperity.
•A Corp suffers a higher weekly Level of Activity decrease when holding over 25 solar systems.
•A Corp's Level of Activity determines how the Corp is recommended for players who haven’t yet joined a Corp.
•When a Corp's Level of Activity falls to 1, all its solar systems will be reduced to the Vulnerable state.
•Corp Fleets
•The Commander is allowed to conceal member info, so that it is only available to the Commander, Navigator and Gunnery Officer. 
•Only players whose ratings meet the admission rating set by the Commander can join the fleet when it allows new members.
•Players are allowed to select a label to indicate their ship type, tactical position and unit. In addition, the Commander can disable permissions to edit this label, so that it can only be assigned by the Commander.
•A Rally feature will be available for the fleet Navigator, enabling Auto Combat for fleet members.
•A new option “Do not follow attack orders”: Enables fleet members to not automatically attack targets marked by the Gunnery Officer.
•The Gunnery Officer marking targets will no longer trigger auto-combat for fleet members.
•When the Navigator is present, fleet members whose auto-combat is enabled will not automatically attack enemy targets.
•When the Gunnery Officer is present, fleet members are only allowed to attack targets marked by the Gunnery Officer.
•Fleet members have to disable auto-piloting during auto-combat to stay in sync with the Fleet formation during combat.
•The fleet warp velocity is based on the ship with the lowest warp velocity in the fleet.
•All fleet members will be shown in blue on the second list of the Overview, and fleet members will no longer able to attack each other.
•Players now will be pinned to the top of fleet members’ Overview for up to 10 minutes after tapping the “!” button. 
•Corp Compensation
•Corp admins are now able to edit the items to be purchased from the Trading Post when processing compensation applications. 
•The limit on the number of times players donate attachments to each other for compensation will be removed, but the monthly amount of Corp Pts obtained through donation will be limited to 200 million.
•Exclusive attachments now will be available for Corp Purchase and Compensation again.
•Corp Benefits
•Players can claim all Corp Pts from packs purchased by others and completion of special Corp events in Benefits.
•Corp Wallet
•The Weekly Donor Rankings in the Corp Warehouse now only displays the amount of Gala (Corp Wallet) a pilot donated and purchased from packs.
•Players are now allowed to purchase Corp Bundle packs for other Corps.
•Data Export
•Corp admins can export the data of the Weekly Donor Rankings in .txt format.
•Corp admins can export the data of member status lists in .txt format.
•The files are located in the GameInfo folder under the game log.
•Corp Facilities
•Corp Refinery will now display the amount of minerals produced.
•Fixed an issue where production lines remain working when the corresponding Assembly Center is destroyed.
•Corp Disbandment
•While a Corp’s Gala (Corp Wallet) is above a designated amount, the Corp will never be automatically disbanded.
•When a Corp’s disbandment process starts, the Corp CEO can cancel the process by logging into the game. 
 
Sovereignty
•Solar System Trade
•Corp admins can view detailed information on solar systems the Corp holds.
•Corp admins can trade the Corp’s solar systems with other Corps to receive Gala (Corp Wallet) in Corp Property, the price depends on the solar system’s Prosperity Index and Development Level.
•Corp admins must retrieve all Corp facilities in a solar system before starting a transaction.
•Reduced the retrieval time of Lv. 1/2/3 Corp facilities to 6 hours, and that of Lv.4/5 Corp facilities to 12 hours.
•The transaction of a solar system is valid for 3 hours, and will be automatically be canceled when solar systems are engaged in war.
•Once the transaction is done, the solar system will remain untradeable for 2 weeks and immune from war for 24 hours.
•The Development Level remains the same when a solar system is traded.
•Sovereignty War
•The cost to declare a Sovereignty War now depends on the number of facilities in the solar system and their respective levels.
•When a Corp declares a Sovereignty War against another Corp’s solar system, these two Corps will be engaged in a Corp War lasting 48 hours.
•Pilots of both Corps will receive notices of Warp Protection invalidation when logging into the game and undocking from stations.
•The Showdown stage of a Sovereignty War is now extended to 8 hours, and that of a Facility Attack reduced to 4 hours.
•When a facility is successfully defended, it will be in Peace and immune from attack for 24 hours.
•Only authorized pilots are allowed to access the Central Control Hub during a Power Struggle.
•The only way to stop the access is to shoot down the pilot.
•The pilot accessing the hub will be locked to the top of all players’ Combat Overview.
•Increased the time needed to access the Central Control Hub to 10 minutes.
•Pilots who are in Capital Ships aren’t allowed to access the Central Control Hub.
•War Report
•A new page will be added that displays ship types used by the two sides and the number of ships of each type shot down.
•The War Report will now show the Alliances that the two Corps belong to.
•Savages Invasion
•When a solar system is in the Vulnerable state for over 2 weeks, the Development levels system will be reduced by 1 per week. 
•Once the development level of the solar system is reduced to its minimum, a Savages Invasion will start.
•The Savages will take over the solar system if the Savages Invasion lasts for 1 week and the solar system is still in the Vulnerable state.
•When a Corp holds a large number of solar systems that are engaged in Savages Invasion, then the Savages will only take over 3 solar systems weekly.
 
•Encounter Probes
•Special exchange events will be available from December 8th, where players can exchange Encounter Probes for Stamina Replenishment Contracts at a ratio of 1:1, lasting for 3 months.
•Dev Units
•Special exchange events will be available from December 8th, where players can exchange Dev Units for Blueprint Registers according to their value, lasting for 3 months.
•Gravitational/EM/Radio Wave Scanner
•Special exchange events will be available from December 8th (GT), where players can exchange a Gravitational/EM/Radio Wave Scanner for a Gravitational/EM/Radio Wave Scanning Sensor of the same quality, lasting for 3 months.
•Developmental Implants
•When version 1.8 is officially released on December 8th (GT), Disassembly of T1R1/T1R2/T1R3/T1R4/T2R2/T2R4 Development Implants will generate a like amount of Implant Widgets.
•When version 1.8 is officially released on December 8th (GT), disassembly of T2R1/T2R3/T2R5/T3R1/T3R2/T3R3 Developmental Implants will generate Corp Pts Storage Devices. The amount of Corp Pts from these Corp Pts Storage Devices will be the same with the cost of purchasing the Developmental Implants from the Corp Store.
 
The Great Council