We’ve received a lot of feedback about the layout of the Tech and Manufacturer Trees—which is why we’ve made two key changes for update 1.4.1.
Now you can progress more easily to new subclasses in the Manufacturer Trees. Additionally, we’ve reorganized the structure of the individual ship Tech Trees to more clearly follow each of the four module customization slots.
Ship Tech Trees:
The unlock paths are now structured according to individual customization slots (i.e. researching a primary module unlocks a more advanced primary module).
Each ship’s default modules are now pre-unlocked (researched) at the top of each customization slot.
Officer briefings are still part of Tech Trees, but have been moved to a position where we can easily remove them in the future (and transfer them into a dedicated system that’s independent from the ships).
We simplified tier-to-tier progression by structuring it around ship subclasses.
Now you can reach a new subclasses more directly. For example, in the Akula Vektor Manufacturer Tree, you can unlock the Tier-II Nav by fully researching the Tier-I Rurik. Previously, you had to unlock the Rurik and the Tugarin before reaching the Nav.
So, how do the new Manufacturer Trees look compared to the old ones? See for yourself:
Have some leftover GP and already own all the cosmetic items you want? Now you can change your GP into Credits and use them to purchase your next ship or module upgrade.
This feature allows you to convert any amount of GP into Credits. You can either decide how much GP you want to convert and purchase the exact amount of Credits you need, or (if you want to skip the math) you can get any of the three discounted Credits packages.
To turn GP into Credits, simply click on the Credits counter in the top bar of your hangar:
The GP to Credits conversion will be available in the following ratios:
What’s a mercenary without a job? If we had to speculate, we’d say poor, hungry and cold. It’s best not to find out! The daily contract system has been fixed for patch 1.4.1, and has been expanded to include new missions. Here are a few details on daily contracts:
Reach captain rank 1 to unlock the daily contracts
Every day, you can complete up to 3 contracts (4 if you have active Elite Status)
One contract per day can be “re-rolled” to get a new contract
Here are just a few of the contracts available for captains on Sinley Bay:
Vicious Tin Can - 8 Kills with Destroyer
Target Practice - 8 Kills with Artillery Cruiser
I Ain't No Pacifist - 4 Kills with Tactical Cruiser
You Know The Drill! - 2 Complete Battles
Know The Ropes - 10 Kills
Path To Glory! - Win 1 Battle
Gear Up! - 5 Module Kills
As you advance your captain rank, the number and difficulty of available contracts will increase—as will the rewards! For example, let’s take the Path To Glory! contract. On the lowest difficulty, winning 1 battle will complete the contract and reward you with 400 Credits. Similarly, winning 3 battles on medium difficulty will reward you with 800 Credits, and winning 6 battles on hard will grant you 1200.