Your starships now have a new upgradable component: wormhole drives!
Unlike most component lines, the stock Universal Standard Wormhole Drive that comes with every ship is a quite serviceable all-rounder, and you will find its performance to be very similar to what you're used to (with one important change that we'll get to in a moment).
However, you can also upgrade (or, more accurately, sidegrade) your wormhole drive component to suit the needs of your ship. Stats that you can modify are:
- Initial Jump Spool Time: The number of seconds it takes to make the first wormhole jump in a sequence.
- Chained Jump Spool Time: The number of seconds for additional jumps in a sequence.
- Damage Absorption Point Multiplier: Drives that are more resistant to being destroyed in combat are available, and others are weaker as a tradeoff with other stats.
- Charge Usage Multiplier: A wormhole drive jump has a static charge cost. Some drives modify this, some made for efficiency while others are less efficient as a tradeoff with other stats.
- Interdiction Resistance: Wormhole drives now have different levels of resistance to being interdicted.
One important change you'll notice regardless: Jump times are now modified by ship size. The jump time for a destroyer-class ship will be about the same as before, while smaller ships will jump faster and larger ships will jump more slowly.
Several ship classes have modifiers to the other stats, as well. For example, scouts are good at scouting and harder to trap than the average ship, flitters get around faster, and cruisers and other bulky ships are a little easier to interdict.
Temporary wormhole drives have their own stats and are generally less good at their job than your actual wormhole drive.
Interdiction has been reworked as well, and now operates on a scale. Most things no longer do complete interdiction outright: for example, it'll take about four interdictors to completely prevent ships from jumping out of a sector. Onboard interdiction is modified by ship size, and even one interdicting temporary space station is not quite complete interdiction.
Instead, interdiction increases the time it takes to jump out of the sector. Local interdiction level is, as you have probably gathered, modified by your wormhole drive's interdiction resistance (we're calling this quantum disruption tolerance). However, if there is enough interdiction happening in a sector, you will still be completely prevented from jumping as before.
Time to update those upgrade guidebooks!
Posted at Mon Jul 7 03:11:17 2025 UTC (1 day, 20 hours, 45 minutes, and 51 seconds ago)Space Combat Captains can now see the defense exhaustion level of sectors that pertain to their alliance in some form on their terminals by viewing a sector's starmap.
Posted at Wed Jul 2 03:15:30 2025 UTC (6 days, 20 hours, 41 minutes, and 38 seconds ago)Sectors with security ratings below Alpha-1 now build up heat more rapidly based off of the local defense exhaustion level.
Posted at Fri Jul 4 01:06:03 2025 UTC (4 days, 22 hours, 51 minutes, and 5 seconds ago)Flight control relays should now properly work once more without requiring a direct personal module investment.
Posted at Fri Jul 4 02:58:00 2025 UTC (4 days, 20 hours, 59 minutes, and 8 seconds ago)Reduced point requirements for several combat ships that require the approval of an application to acquire.
Posted at Fri Jul 4 06:59:26 2025 UTC (4 days, 16 hours, 57 minutes, and 42 seconds ago)Fixed a longstanding but only recently reported display issue in the INFO command for ship stores where a component might erroneously think that it was the last item in the menu when it wasn't, thus making the info command hideous and imperfect.
Posted at Mon Jul 7 07:58:28 2025 UTC (1 day, 15 hours, 58 minutes, and 40 seconds ago)Sectors now gain a slight amount of defense exhaustion if a siege ends with hostile ships remaining in the sector.
Posted at Mon Jul 7 16:45:59 2025 UTC (1 day, 7 hours, 11 minutes, and 9 seconds ago)Resolved issue where a ship's engineering status display could show inaccurate wormhole drive spool times.
Posted at Mon Jul 7 17:40:42 2025 UTC (1 day, 6 hours, 16 minutes, and 26 seconds ago)Fixed issue where a ship's engineering status display could erroneously indicate that the ship has a wormhole drive.
Posted at Mon Jul 7 17:49:08 2025 UTC (1 day, 6 hours, and 8 minutes ago)Tweaked buzzsaw damage, added a maximum amount of buzzsaws that can stick to the ship at one time, and adjusted Prast Mmurz threat rating to better quantify how thoroughly they can fuck somebody up.
Posted at Tue Jul 8 18:51:59 2025 UTC (5 hours, 5 minutes, and 9 seconds ago)Added two new temporary station top modules with differing levels of interdiction strength and power draw requirements.
Posted at Tue Jul 8 20:53:16 2025 UTC (3 hours, 3 minutes, and 52 seconds ago)All original work located on this site and within Star Conquest is copyright Squidsoft.net 1998-2025, unauthorised reproduction prohibited.