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Guilds 1.0 Update Released!

Marauders · Community Announcements · December 14, 2023

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The day is finally here Marauders!

Thanks for hanging in there with us whilst we deal with some major restructuring. This required us to re-organise how we deliver updates in the future… but the good news is Guilds 1.0 is finally here! The first of many updates to establish a new social system built around competing player created pirate factions! aka guilds. If you are not aware we refined this feature with the help of the players using our new P.T.E. branch and via our Discord feedback and bug report channel. Make sure to look out for announcements regarding more P.T.Es in the future. That being said, let's crack straight into the patch notes!



WARNING! This update requires a full progress wipe

Side note:- The colonist head cosmetic, body cosmetic and the Pilot voice pack (previously twitch drops) will be available to claim through the gift tab for the first two weeks only, so make sure to grab it while you can!



GUILDS
We consider this a first pass on this game changing feature. You can create a guild if you have the requirements: be level 10 and have 100k credits. Players can join guilds for free at any level. Guild Captains (the creator) can provide a name, and select which guild patch design they want. Patches are visible in the main menu on banners and on the player themselves on certain parts of cosmetics and gear for all guild members.

You will also have access to a guild chat, guild trader and of course, the hideout (of which some of these features are tied to progression when extracting with an enemy guild’s patch).

You will have a “Freebooter” status if you are not from a guild or have mixed guild members within your crew. This means you will not bring in a lootable guild patch and any enemy guild patches extracted will be void. Each patch is worth 1 point for your guild. Raider mode currently assigns the “Freebooter” status. Put simply, if you want to build XP towards progressing your guild, make sure you are in a guild and that all members of your current crew are in the same guild when going into a match!

GUILD HIDEOUT
You and your guild members will have unlimited access to your private base: “The Guild Hideout”. This is tied to the progression of your guild and more areas will unlock as you progress to a higher level. Through the guild tab in the main menu, you can choose which region you wish to launch or join. Once inside you can use the firing range, drink from the bar or most importantly; practice with your teammates in the killhouse!



Planet Killer Base

A brand new raid location has been added! This nuclear weapons facility can not only build warheads but it can also launch them from orbit, turning any planet to glass. However, they are extremely vulnerable to pirate attacks including this one. You will discover the United Allies have lost control and raiders have broken loose.

This is a ship docking only station, which has defensive turrets protecting it, so be careful when navigating your ship past its defenses. Notable landmarks include a railway system, industrial workshops and of course…. a nuclear missile launcher!

Main Menu UI Rework

We have reworked a good chunk of the main menu UI to incorporate the new mechanics that are coming with this Guilds update. Some of the notable larger changes include:

You will see the UI still has placeholder and work in progress elements in places. We want to make sure we get the flow and feel right first and then we will phase out the placeholders over future updates. We are looking forward to getting these changes into your hands and hearing your thoughts to help us feel out any pain points, issues and help make it all around more sturdy.




Trader Rework
Faction traders are no longer on rotation and are always available. However the C.E., U.A. and K.A. traders require your faction XP to be level 1, in order to access. The Pirate faction is unlocked from the start and has a 40% reduction in cost. The guild trader is unlocked whilst you are part of a guild.

Available items in these shops have been re-shuffled with certain items removed, this is not final but each faction trader will have their inventory belonging to a theme, such as Captain Wolff (C.E.) being high damage and armor, Major Rosie (U.A.) being medical and military supplies and Overlord (K.A.) being special weapons.

XP Revisited
Issues became clear during that first Public Test Environment that the XP requirements per level were definitely not as intended and were in fact “broken”. This resulted in very small differences between the early levels and flatter amounts later on, when they were supposed to be exponential.

We addressed this problem and tested out the changes in our second PTE and things were feeling much better. To prevent it feeling like we just increased the amount of XP needed we wanted to make sure the player has several methods to gain XP to compensate. For example: You can now gain XP from completing trades (with certain ones having extremely high XP amounts). Done a huge rebalancing for certain NPC kills (Like the Warden giving over 1000 XP) and larger gains from completing missions in the Zero to Hero campaign.

We hope this results in a more consistent experience with opportunities for exciting revelations!



New Weapon: The Grease Gun
A submachine gun chambered in .45 that deals higher damage than its other SMG counterparts and has a tighter hip firing spread however it does suffer from a slower fire rate so make sure you have the drop on someone before “letting it rip”. This weapon can be found in most locations including its stock and suppressor however and is standard issue among U.A. Marines.

Raid Attachments
14 additional attachments have been added, alongside a large rebalance to the amount of attachments that can be found in raid. We also added a new feature! Adding and removing attachments while in-raid. This allows you to put on and take off attachments while the weapon is equipped in your hands. This can give a breath of fresh air to looting and allows you to improve your weapon during the process of a raid.



Shotgun BUFF
We wanted to put these weapons into the Meta to see how it lands. Currently they all deal the same amount of damage (firing 12 pellets) but only vary in spread. We personally really enjoy their new power (especially against low tier armored targets). Let us know what you think! This also gives us a perfect chance to introduce you to the new Heavy liberator, which can be found in vaults.

A.I. Adjustments
NPCs have been a topic of discussion since the very beginning! We wanted to implement some changes that prevented them from being so aggressive and highly sensitive (sight and sound) which would allow them to have a wider range of behavior. This may result in them seeming “unaware” sometimes but it allows for them to patrol, camp and even loot! Rather than them constantly charging targets. This will still happen, but at least not all instances.

Internally this has led to interesting new playstyles like sneaking up behind them and even following NPCs to nearby loot stashes. We will continue to monitor the situation as we know they can just seem clueless at times but we are excited for what this change brings!



Raider Mode V2.0
The new map Planet Killer Base and Terraformer are replacing the Mining Frigate and Merchant Ship as the new Raider Mode maps in rotation. This mode now has an increased player count (from 6 to 8) and has NPCs added. This edit is to provide players with a larger playspace and opportunity to “win big” by going for NPCs kits.

Lets breakdown the patch notes in full, we have a lot to go through!





































We hope you enjoy this update and as always if you encounter any issues/bugs or have any suggestions, please let us know in Discord. We always appreciate any feedback and reporting issues helps us find and fix them!

Dash or Die, Marauders!

The SIG team



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