Version 1.9 Update Notes

Greetings, Pilots!
Today’s Galactic Vanguard Outpost is a detailed introduction to the version 1.9 update.
 
Character Development
•Research
•A new concept of [Research Level] has been added into Research system as a prerequisite for upgrading technologies.
•The method to raise Research Level is through upgrading technologies. Each T1 technology gives 10 EXP, T2 gives 50 EXP, and T3 gives 250 EXP.
•Research already upgraded for characters created before version 1.9 update will not be affected, and will be added into the corresponding research levels.
•Some Pilots may have already acquired technologies beyond the current research level. These will still be effective after the update.
•Licenses
•More research prerequisites will be added for license tests to help guide Pilots to upgrade crucial technologies in Ship, Weapon and Engineering research.
•License tests already passed before the update will not be affected by these new prerequisites, and will still be effective.
•Academy
•The Attributes system will be merged into the Academy
•Two new independent plans for Skills and Attributes, which cost Gala to be unlocked. Pilots can switch between these plans when in space stations. 
•Pilots have to allocate acquired attribute pts and train skills for new plans.
•There are 3 plans for both skills and attributes, which are independent and not associated with each other. Resetting a plan will return all allocated attribute pts and Credits spent on skill training. 
•Resetting attributes will zero out the attributes regardless of the character’s career.
•A new method for attribute pts allocation: if a skill training requires more attribute pts in a certain category, and you have enough attribute pts left, then it will automatically allocate your attribute pts after the skill training.
•EXP
•EXP gained beyond the character’s level cap will be converted into Credits.
•Each extra EXP point will be converted into 23 Credits.
 
Quests
•Encounter 
•A new feature of [Challenging Quests], where Pilots will be able to accept a Challenging quest after completing 6 common Encounter quests.
•The ship type a Challenging quest requires is usually the same type you are piloting when you accept the quest, and the quest location is a random solar system within 1 - 3 warps of your current location.
•The level of Challenge quests depend only on the [Encounter Level] of the quest solar system, not that of the solar system in which you accept the quest.
•New advanced Encounter probes, which enable Pilots to spend 60 Stamina to receive 3 [Lucrative] Encounter quests.
•Lucrative Encounter quests offer twice the reward of common encounter quests, and completion of 3 Lucrative quests will trigger 1 Challenging quest.
•The old [Great Reward] quests will be removed from the game, but those accepted before the update can still be completed to receive rewards.
•Extra Rewards
•[Extra Rewards] will be introduced to Encounter and Rep quests, which give added rewards on quest completion with a stated ship requirement.
•The extra reward for Encounter quests offers an extra 100% quest EXP on completion with a ship of the required rating.
•The extra reward for Rep quests offers an extra 100% quest EXP and 25% Rep on completion with a ship of the required nation and rating.
•Dispatch
•The bonus for dispatching multiple Recruits on a quest will be adjusted from [reducing quest time] to [boosting quest rewards], enabling Pilots to receive more rewards than the standard quest rewards.
•Adjusted the calculation of quest reward scheme for different quality Recruits and ship types, increasing quest rewards on completion with high tech level ships, much more than that of larger ships.
•The calculation of bonuses from each Recruit’s Expertise has been altered from the average to the total, consequently shortening quest time and increasing quest rewards.
•Pilots will be able to claim all rewards from returned squads with one click of the [Auto Confirm] feature.
•When dispatched Recruits are being raided, all Recruits in the scene will be assembled to fight against the invader.
•Wormholes
•The number of Pilots in a Wormhole will be displayed again.
•Production
•New [Production Queue] feature which enables Pilots to arrange up to 5 projects to queue for production when all production lines are occupied.
•These production projects in the queue will automatically start in succession when production lines become available
•Development
•Removed the [Mass Development] feature for Implant development projects.
•[Quick Disassembly] for Implants development, allowing Pilots to disassemble unwanted Implants into Implant Widgets for new projects when development projects are finished.
 
Ships & Attachments
•Attachment Rating
•Each attachment now will have a rating, which is used towards calculating the rating of a ship’s Config.
•Ship rating = Total ratings of attachments ÷ Number of attachment slots(including locked slots)
•The rating of each weapon, device and component is displayed on their detailed info screen.
•Pilots can view the ship rating on the Config’s detailed info screen in the ship hangar, or tap on the shield bar in space to bring up the detailed info screen.
•Interference Resistance
•New [Interference Resistance] feature, endowing ships with [Interference RES], and Interference devices and ammo with [Interference Index], which are used for the calculation of the success rate of interference.
•Interference success rate = Interference Index ÷ Interference RES. The interference effect will be possible to resist if the success rate is below 1.
•Once it is successfully resisted, negative effects of the attack will be invalidated though others will still be effective.
•Cloaking Devices
•Going invisible will empty the ship’s superdevice energy, which won't be recharged until the ship becomes visible again.
•A tag of [Invisibility] will be granted to the ship, reminding Pilots that the ship is in the invisible state.
•Exclusive Components
•New effects for the Invisibility Field Stabilizer, allowing [Scout] ships to warp in the invisible state, and use superdevice and recharge superdevice energy.
•New effects for the Phase Shifting Nano-armor, enabling [Command] ships to benefit up to 50 targets when using area enhancement devices.
•Tactical Weapons
•Adjustments to Tactical Missile Launchers: Increasing the range of large and medium Tactical Missile Launchers, reducing that of small Tactical Missile Launchers.
•Average Ships
•Fixed an issue so that the Shield RES from the tactical component of [Kensho/Satori/Zen] and [Trailblazer/Endeavour/Champion] is reduced properly when stacking Shield RES.
•Added a limit to the recharge amount per activation of energy recharge effects from the tactical component of [Prosecutor/Warden/Arbiter]
•Capital Ships
•Capital Ships are no longer allowed to enter Low Security Space of the Origin realm
•All Capital Ships currently in Low Security Space will be automatically sent back to relevant Capital Shipyards after the update, or will be retained in the relevant Corp Warehouse if Capital Shipyards were destroyed.
 
Combat Modes
•Auto Combat
•New [Semi-Auto-Combat] mode: The default combat mode for Pilots in space.
•Semi-Auto-Combat enables the ship to automatically orbit a target, activate devices, and launch attacks once a target is selected.
•However, once the target is shot down, the ship will stand by and wait for the Pilots’ command.
•Moreover, Pilots can decide whether or not to enable device auto-activation and auto-piloting in Settings.
•Semi-Auto-Combat will be the basic combat mode for Fleets, so that ships in Semi-Auto-Combat mode will automatically sync to a Fleet formation, and Pilots no longer need to manually enable Auto-combat.
•When in Semi-Auto-Combat, just tap the [Auto] button to enable [Full-Auto-Combat], where the ship will search for hostile targets and launch attacks.
•When in Full-Auto-Combat, any attempt to either approach a target, orbit a target, or a double tap on the screen will cause Semi-Auto-Combat to be engaged.
•Just tap on the [Auto] button to enable [Manual-Combat] from Full-Auto-Combat. All automated features will be disabled.
•Going invisible in any Auto-Combat mode will cause Manual-Combat to be engaged.
•Just tap on the [Manual] button to enable Semi-Auto-Combat from Manual-Combat mode.
•Fleets
•Removed the [Rally] button for Navigator in Fleets.
•In order to maintain Fleet formation, synced ships cannot change from Semi-Auto-Combat mode.
•Using Cloaking devices in a Fleet formation will cause the ship to change to Manual-Combat and lose sync with the Fleet formation.
•The Gunnery Officer will be able to markup to 4 targets at a time. The first target will be removed when the Gunnery Office marks a fifth target.
•Settings & Overview
•Pilots can enable [Always hide filtered out of Overview] in Settings so that these targets won’t be shown in the Overview even if they attack.
•In addition, Pilots will be able to set [only allow team invites from allies], denying invites from opposing forces.
•[Extra Shield] of a selected target now will be displayed properly in the Overview and HUD.
 
Corp & Sovereignty
•Corp Bonus
•A new feature [Corp Bonus], where an extra amount of Corp Pts will be added into the Bonus Pool when a Corp member claims Corp Pts rewards from another member’s purchased packs, the balance of which will be calculated daily at 16:00 (GT).
•The CEO of each Corp is able to give a Bonus to any Corp member in Members. The monthly limit to the amount of Bonus that a Pilot can receive is 200 million Corp Pts. This will be reset when quitting and joining a new Corp.
•Once the Corp Pts in the Bonus Pool is zeroed out, each Corp’s CEO can spend Gala (Corp Wallet) to exchange for Corp Pts to give as bonuses. The exchange rate of Gala (Corp Wallet) to Corp Pts is 1:1.
•The monthly bonus recipients and donors will be displayed in the top right corner of the Corp Warehouse screen.
•Solar System Development
•Unfurling Corp facilities will offer EXP pts for the local solar system and nearby solar systems belonging to the same Corp. Five associated solar system levels will be raised when EXP pts reach a certain amount.
•SS Base raises the Encounter level;
•Refinery raises the Dispatch level;
•Assembly Center raises the Defense level;
•Watchtower raises the Scanner level;
•Trade Port raises the Sovereignty reward level;
•The EXP pts required for leveling up and the level cap (Lv. 52) increase with the default prosperity index of a solar system.
•Sovereignty Defense
•When the Defense level reaches a certain number, Gunnery Units will be deployed around Sovereignty facilities. The number and tech level of Gunnery Units increase with the Defense level.
•There are 4 types of Gunnery Units, as follows:
•T1 Gunnery Unit: Attacks single targets;
•T2 Gunnery Unit: Upgraded firepower and higher durability, imposing Warp Interference on targets;
•T3 Gunnery Unit: In addition to T2 Gunnery Unit abilities, can launch Guided Missiles at targets, not dealing damage but instead imposing electronic interference in a set range.
•Capital Ship Killer: Mainly attacks Capital Ships, but has little effect on other ships.
•The damage dealt by Gunnery Units is calculated as a percentage, and they will switch targets after an attack. However, it’s still possible to be locked onto by multiple Gunnery Units at the same time when few targets are in the scene.
•War Rules
•Lowered the influence of Corp facilities in a solar system towards the cost of declaring war.
•There will be a 24-hour cooldown for unfurling a new Corp facility when it is destroyed.
•If the Defender doesn’t successfully resist the Invader’s attack at the end of Showdown, then the Invader will claim the victory, or the solar system will enter Power Struggle.
•Spatial Rejection
•In order to alleviate the pressure of game servers and collect data for optimization, the max number of Pilots needed to trigger Spatial Rejection will be reduced temporarily.
•Reduced the max number of Pilots needed to trigger Spatial Rejection in a scene from 600 to 400, and the max number of Pilots a scene can hold from 800 to 500.
•Wingman will automatically retreat when the number of Pilots is more than 200 in a scene, and can be summoned again when the number is reduced to 150 or below.
•Reduced the max number of Pilots needed to trigger Spatial Rejection in a solar system from 2000 to 1200, and the max number of Pilots a solar system can hold from 3000 to 1500.
 
Galaxia
•Rookie Pass
•New one-time-offer [Rookie Pass], valued at $19.99 and worth 3505% of its cost.
•Rewards of [Rookie Pass] will be unlocked gradually as designated levels are reached. Including 85 Senior Recruit Employment Contracts, 1000 Upgrade Part – A2, an Exclusive Frigate Selection Voucher, an Exclusive Destroyer Selection Voucher, Advanced Encounter Probes, -36℃ Restoration Contracts, and more.
•From Challenger Deep Series
•New one-time-offer packs of [From Challenger Deep] series, being worth between 1060% and 1960% of cost.
•The [From Challenger Deep] series offers a large amount of Credits, Research materials and Speed-Ups, Exclusive Cruiser Selection Vouchers, Exclusive Battlecruiser Selection Vouchers, Exclusive Battleship Selection Vouchers, and Implant Selection Vouchers (T2R5-T3R1), accelerating Pilot development progress in Research, Skill and Implants.
•Matrix Series
•New one-time-offer packs of [Matrix] series, being worth between 1007% and 1977% of cost.
•The [Matrix] series offers 161 Senior Recruit Employment Contracts, 6 Exclusive Expert/Master Recruits including [Changxi, William, Dmitry R, Yu Jiaolong, Camille, and Katarina], T2 Microchips, T3 Microchip Selection Vouchers, and a lot of other items for raising Recruit ratings.
•Special Recruitment Packs
•Removed the prerequisite for purchasing [Special Recruitment I] and [Special Recruitment II] packs, which will be available for a 7-day purchase at a preferential price.
•Once a 7-day purchase is made, Pilots will receive rewards of the current day’s pack immediately, and the rest will be sent in successively via the mail over the next 6 days.
•Added an extra 2 [Advanced Encounter Probes] into [Special Recruitment II], the price of which remains the same.
•Removal of Packs
•Pride of Titan: Ninlil
•Empire Legacy: Marduk
•Implants Pack
•Innovative Attachments Pack
•Premium Attachments Pack
•Fist of Fury: William
•Sophistication of Skill: Dmitry
•Innovation of Tech: Changxi
•Premium Minerals
•Advanced Renovation
•Expert Renovation
•Electromagnetic Fists I
•Electromagnetic Fists II
•Electromagnetic Fists III
•Rapid Sparks I
•Rapid Sparks II
•Rapid Sparks III
•Devastating Fire I
•Devastating Fire II
•Devastating Fire III
•Divine Wrath I
•Divine Wrath II
•Divine Wrath III
 
Other Adjustments
•Graphics
•Greatly improved the graphics accuracy and rendering performance on the iOS client.
•GT time will be displayed in the top-right corner of the screen when in space.
•Solar System Map
•A new filter option of [Jump Portal] for the solar system map, showing currently available Jump Portals.
•Jump Portals will only be displayed on this screen to ensure the loading speed of the solar system map.
•Trading Post
•[Time-limited Items] will be divided into weapons, devices, components and ship types under this category.
•Ship Hangar
•Added a notice of [Insufficient research level] for quickly purchasing attachments from Configs that can’t be installed at the current research level.
•Combat Stats
•Adjusted the calculation of Combat Stats, fixing a problem that the stats of weapons with long cooldown times but short attack durations are unreasonably high.
 
Bug Fixes
•Fixed an issue so that the first/last name of a common Recruit who is newly enlisted will no longer be the same as that of Recruits of Galactic Legends.
•Fixed an issue so that the anti-warp effect will be removed properly when entering a solar system through a star gate from the warp disruption field activated by the Aegis capital ship.
•Fixed an issue where production projects without Recruits’ assistance would be automatically cancelled and all materials lost when re-logging into the game
•Fixed an issue so that the Unseen can be installed with the [Invisibility Field Stabilizer] properly.
•Fixed an issue so that Pilots added into the Foe list will no longer be automatically switched into the Ally list when the game server restarts.
 
The Great Council