Star Battle Reloaded 1.0 - Patch Notes

Aug 1, 2021 Live on Battle.net game-balance bugfixes

Star Battle Reloaded 1.0 - Patch Notes

Developer comment: This patch aims at fixing major known bugs, aswell as adjusting potency of ships and builds that should dominate in specific domains.

General

Balance

Battlecruiser

Developer comment: Battlecruiser is an early game ship, it got non-scaling abilities that by their mechanics are already working great whether it be 10 minutes or 100 minutes into the game.

In sb3.1, defensive shield was buffed to enhance shields and hull regeneration while active, and yamato was also considerably buffed. In lategame situation still, it is a bit overwhelming.

We're going to keep this unique defensive asset since, they are compensated by the fact that terran shields regardless of regen scale poorly as game goes on.

Frigate

Developer comment: Frigate's mines are too easily counterable. No matter how much you spend on this upgrade path, it takes one insightful player or one lucky detection to figure mines out, and then mines become virtually useless.

This change roughly keeps the same amount of damage dealt for a ship that would take a mined path, except one detection may not detect the entire minefield. A new detection feature should make them more viable aswell.

Dreadnought

Developer comment: Dreadnought is the early game tank, and it has a slightly too easy time transitionning towards mid/lategame where it still has a good impact on the game. This change should help softening it a little.

Raven

Developer comment: Raven , despite it being the most early game of the two supports, EMP is a little too forgiving and too rewarding when it comes to big team fights. This change should give a little larger window for enemies to play around.

Carrier

Developer comment: Carrier, like most ships targetted by base armor reductions, could tank a little too thoughtlessly for its interceptors. It should now be more cautious as to when to protect its interceptors and when to keep its integrity.

The scout change is aimed at making them a viable opening, coming along with a small nerf when it comes to situation where enemies have little answers to them. Tempests are a little underwhelming compared to other carrier's assets. Giving them +1 range should give them a longer lifespan to dish out some more damage.

Colossus

Voidray

Developer comment: Voidray's basic stats were a little too high for a glass cannon, compared to other ships. On top of that, nova has always been a threat regardless of how much money players invested in this build.

This change aims at making it less threatening when it is not its primary damage source, and also helps it on the long run if it commits to this build, especially against all the possible energy denial threats.

Purify was giving an unnecessary amount of buffs to voidray, so we removed some of them.

Arbiter

Developer comment: Arbiter's weakness is earlygame, or at least should be. Yet it counters early game compositions on its own fairly easily and its abilities are also too polyvalent. We're starting by nerfing feedback damage so that when one uses feedback, it is actually more for the energy denial rather than the damage.

Leviathan

Developer comment: Leviathan is probably the strongest ship in v3.1 and Reloaded. We are not going to touch too much its early game and base stats since it could easily make it underwhelming. Still, once it has everything it needs, it is a hard task to shut it down.

These changes will hopefully make fights less volatile and counterplays possible not only after frenzy, but during it.

Guardian

Developer comment: Guardian's bruiser path is actually a bit overwhelming compared to the minions path. We understand some of the changes made during 3.1 aimed at both making it viable and giving possible plays around infestation (purify also helps in that regard), but it has definitely stepped in the "top tier" side of the game.

So we're nerfing its tankiness so that it actually takes more damage from ships that are supposed to counter it, while leaving its strength against things it is supposed to counter anyways.

Broodlings damage were scaling at a rate of 1.8 damage per upgrade. Back in the days it would be 3 damage per upgrade. We're raising it to 2.2 (to be raised further), since guardian also spawns corruptors along with broodlords.

Since this might not be enough, and new ship might be a new counter to these, broodlords will probably get buffed further.