News & Patch Notes
Weapons Update Hotfix 7 - Engine Fixes and On-Foot Difficulty - v0.7.15.9
Jump SpacePublished: Jul 6, 2026, 1:12 PM
Changelog
July 6th, 2026
Bug Fixes
- Fixed an issue where explosive barrels did not disappear for some clients
- Fixed several emergencies not being synced for client players
- Fixed supply drops chests and loot breaking for client players
- Fixed a bug where the Supply Drop Beacon sensor could only be used once per mission
- Fixed wave 20 soft lock bug in the Data Breach mission
- Fixed capture point announcements not being localized in Arch_WaypointCapture_Ship
- Fixed scannable objects in scanner mode incorrectly displaying 0m distance
- Fixed Buddy-Bot not being able to apply status effects when using laser weapons
- Fixed an issue preventing players from reviving others inside ships and cramped areas
- Fixed Shell duplicator module from spawning on laser multi-turrets
- (Update: We noticed that the Chain Link "Chain to nearby enemies" Module is broken, making it have blank text and weapons with it might deal 0 damage if the Module has points in it. Will be fixed for next hotfix.)
Features
- Downed players now automatically get revived on hyper jump to next sector if there is no way to revive them (no crew lives and only one core life left)
Balancing
- Turn rate module - reduced efficiency across the tiers and lowered max lvl from 5 to 4. The level cap was lowered to match the other basic modules and had its efficiency lowered. The idea is to make it a bit less capable of removing the flaws of some engines and act more like a slight boost.
- Microplasma engine, boost increased to 4, recharge timer decreased to 5, max boost speed increased to 120% - Intention is for this engine to live more on its boosts than normal engine performance. It currently is missing a bit of a place in-between the other engines and this is a first step to make it a bit more unique.
- Nitro pulse engine, boost time decreased to 1.5 from 2, and decreased boost recharge from 10 to 9, acceleration reduced from 75% to 50%, Turnspeed reduced from 75% to 65%. Max boost speed and max speed modifier reduced from 140% to 125%. - The nitro pulse engine just overperformed compared to other engines. This is a step to bring it more inline with the others while still keeping its higher top speed.
- Drift Phase engine - Increased boost recharge from 7 to 8
- Mass Ejector engine - Reduced boost recharge from 6 to 5
- Reduced efficiency on engine speed and turn rate modules to address balance issues at high speeds. This should fix the bug of ships flying too fast for networking to keep up with, resulting in visual "teleporting ship" for clients in the lobby.
- Sear module change:
Standard, increased damage per level scaling common from 5 to 10
Refined, reduced sear proc growth from 10% to 7.5% and reduced max value rolled from 15% to 12.5%. Increased damage scaling from 10 to 15
Advanced, Proc chance scaling reduced from 15% to 10%
Superior, Proc chance max value reduced from 30% to 22.5% and growth reduced from 20% to 12.5%
- Reduced spread on Flechette Rounds by half. This is also to fix a visual bug of muzzle flashes filling the whole screen.
- Splintershell module spread reduced by 1
Improvements
- On-foot enemy wave spawns now have longer breathing times between waves when playing Solo or in a Duo crew
- Increased explosive barrels damage to enemies to keep up with the higher CRs and new stronger versions of enemies
- Removed the materia maximum cap (previously 250)
- Engine item modules reverted to using multipliers instead of additive values, which caused issues with UI displaying wrong speeds
