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Patch Notes - 4/6/2023

2023-04-06

Adjustments for all the star systems:
1. Ship Adjustments
Added 6/4 seconds to the SC002 - Quantum Scout's outbound/inbound time respectively. Changed the main weapon CD of the Electronic Recon System from 15 seconds to 5 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 9 to 5. Added a new enhancement option to the system — Electronic Cover: Reduces the effect the Lock-On Efficiency of anti-aircraft weapons has on you and the aircraft within the same hangar by 15%. The enhancement limit for the system is increased by 1. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 40%, with a total Tech Point cost of 12. The enhancement limit for the system is increased by 1;

The anti-ship and anti-aircraft damage per hit of the BG-330D Airborne Combat Cannon of Sandrake - Atmospheric Interceptor's Offensive AA Cannon System are now both 10. Weapons in the Anti-Aircraft mode now deal 5 more damage per hit. Added 6/4 seconds to Sandrake - Atmospheric Interceptor's outbound/inbound time respectively. Changed the main weapon CD of the Offensive AA Cannon System from 15 seconds to 5 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 9 to 5. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 40%, with a total Tech Point cost of 12. The enhancement limit for the system is increased by 1;

Added 6/4 seconds to the Bullfrog - Dual-Purpose Bomber's outbound/inbound time respectively. Changed the main weapon CD of the Airborne Bombardment System from 15 seconds to 5 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 10 to 5. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 30%, with a total Tech Point cost of 10. The enhancement limit for the system is increased by 1; “Command System” is added with new enhancement “Retargeting”, allowing the main weapon system to prioritize attacks on Small Capital Ship targets.

The anti-ship and anti-aircraft damage per hit of BP-X50T/D "Azure Watcher" Experimental Charged Short-Range Pulse Cannon of Strix A100 - Joint Attacker's Charged Pulse Cannon System are now both 130. Weapons in the Anti-Aircraft mode now deal 20 more damage per hit. Added 6/4 seconds to Strix A100 - Joint Attacker's outbound/inbound time respectively. Changed the main weapon CD of the Charged Pulse Cannon System from 15 seconds to 5 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 10 to 5. Changed the effect of Rapid-Fire under System Enhancement from "Attacks Frigates and Destroyers first every 45 seconds, shortens weapon attack duration by 50% and extends CD by 30% for 35 seconds" to "Attacks Frigates and Destroyers first every 45 seconds, shortens weapon attack duration by 50% and extends CD by 70% for 35 seconds." Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocating aircraft by 30%, with a total Tech Point cost of 10. Close Combat Assault: When flying to attack the front-row target, there is a 30% chance of ignoring enemy anti-aircraft weapons' pre-targeting effect. The enhancement limit for the system is increased by 2;
BP-X50T/D "Azure Watcher" Experimental Charged Short-Range Pulse Cannon of Strix A100 - Joint Attacker is added with “Attack Against Systems”, with the System Attack Priority: Primary Weapon System. The Support Grade for Strix A100 - Joint Attacker is adjusted from “--” to “B”. “Command System” is added with new sub-enhancement “Retargeting”, allowing the main weapon system to prioritize attacks on Super Capital Ship targets.

The anti-ship and anti-aircraft damage per hit of the MK1.5-J/CG-430D "Thunderbolt" Airborne Cannon of Balancer Anderson SC020 - Scout's Airborne Cannon System are now both 10. Weapons in the Anti-Aircraft mode now deal 2 more damage per hit. Added 6/4 seconds to Balancer Anderson SC020 - Scout's outbound/inbound time respectively. Changed the main weapon CD of the Airborne Jamming System from 15 seconds to 5 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 9 to 5. Added a new enhancement option to the system — Electronic Cover: Reduces the effect the Lock-On Efficiency of anti-aircraft weapons has on you and the aircraft within the same carrier by 10%. The enhancement limit for the system is increased by 1. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 40%, with a total Tech Point cost of 12. The enhancement limit for the system is increased by 1;

Added 5/3 seconds to the Vitas A021 - Heavy Attacker's outbound/inbound time respectively. Changed the main weapon CD of the Precision Strike System from 15 seconds to 7 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 10 to 5. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 30%, with a total Tech Point cost of 10. The enhancement limit for the system is increased by 1;
The anti-ship and anti-aircraft damage per hit of the CG-130D Airborne Cannon of Vitas A021 - Heavy Attacker's Counter Cannon System are now both 10. Weapons in the Anti-Aircraft mode now deal 5 more damage per hit; “Command System” is added with new sub-enhancement “Retargeting”, allowing the main weapon system to prioritize attacks on Small Capital Ship targets.

Added 12/6 seconds to the Vitas-B010 - Bomber's outbound/inbound time respectively. Changed the main weapon CD of the Plasma Bombardment System from 24 seconds to 6 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 9 to 5. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 30%, with a total Tech Point cost of 8. The enhancement limit for the system is increased by 1; Added a new enhancement option to Armor System —Recognition Interference Coating: Reduces the effect of anti-aircraft weapon locking efficiency on itself by 20% (becomes ineffective once being attacked), with the enhancement limit increased by 1;

Added 4/4 seconds to the B192 Newland - Heavy Attacker's outbound/inbound time respectively. Changed the main weapon CD of the Assault Cannon System from 15 seconds to 7 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 10 to 5. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 30%, with a total Tech Point cost of 10. The enhancement limit for the system is increased by 1;
The anti-ship and anti-aircraft damage per hit of the AM-60D Small Missile of B192 Newland - Heavy Attacker's AA Missile System are now both 30. Weapons in the Anti-Aircraft mode now deal 30 more damage per hit; “Command System” is added with new sub-enhancement “Retargeting”, allowing the main weapon system to prioritize attacks on Super Capital Ship targets.

The anti-ship and anti-aircraft damage per hit of the MK1-AG-335D "Cross" Airborne Combat Cannon of Spore A404 - Light Fighter's Airborne Combat System are now both 5. Weapons in the Anti-Aircraft mode now deal 10 more damage per hit. Added 3/3 seconds to Spore A404 - Light Fighter's outbound/inbound time respectively. Changed the main weapon CD of the Airborne Combat System from 10 seconds to 4 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 9 to 5. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 40%, with a total Tech Point cost of 12. Added a new enhancement option to the system — Stealth Maneuvers: Returning aircraft has a 30% chance to shake off the pre-targeting effect of enemy weapons. The enhancement limit for the system is increased by 2;

Added 8/4 seconds to the Stingray - Torpedo Bomber's outbound/inbound time respectively. Changed the main weapon CD of the Airborne Bombardment System from 20 seconds to 8 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 10 to 6. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 40%, with a total Tech Point cost of 12. The enhancement limit for the system is increased by 1; Added a new enhancement option to Armor System —Recognition Interference Coating: Reduces the effect of anti-aircraft weapon locking efficiency on itself by 20% (becomes ineffective once being attacked), with the enhancement limit increased by 1; “Command System” is added with new sub-enhancement “Retargeting”, allowing the main weapon system to prioritize attacks on Small Capital Ship targets.

Added 3/3 seconds to the Janbiya Aer410 - Assault Attacker's outbound/inbound time respectively. Changed the main weapon CD of the Gun/Missile Attack System from 15 seconds to 9 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 10 to 5. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 30%, with a total Tech Point cost of 10. The enhancement limit for the system is increased by 1;
The anti-ship and anti-aircraft damage per hit of the MK1-AG-335D "Cross" Airborne Combat Cannon of Janbiya Aer410 - Assault Attacker's Gun/Missile Attack System are now both 5. Weapons in the Anti-Aircraft mode now deal 10 more damage per hit; “Command System” is added with new sub-enhancement “Retargeting”, allowing the main weapon system to prioritize attacks on Super Capital Ship targets.

The anti-ship and anti-aircraft damage per hit of the MK3-AG-350D "Cross" Airborne Combat Cannon of Mistral - Combat Attacker's Airborne Weapon System are now both 10. Weapons in the Anti-Aircraft mode now deal 10 more damage per hit. Added 3/3 seconds to Mistral - Combat Attacker's outbound/inbound time respectively. Changed the main weapon CD of the Airborne Weapon System from 10 seconds to 4 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 10 to 5. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 30%, with a total Tech Point cost of 10. The enhancement limit for the system is increased by 1. “Command System” is added with new sub-enhancement “Retargeting”, allowing the main weapon system to prioritize attacks on Super Capital Ship targets.

The anti-ship and anti-aircraft damage per hit of the MK2-J/SG-2100 "Thunderbolt" Dual-Cannon Turret of CV-II003 - Light Corvette's Rapid-Fire Cannon System are now both 55. Weapons in the Anti-Aircraft mode now deal 45 less damage per hit.

The anti-ship and anti-aircraft damage per hit of the BM-4x147D Assault Missile Launcher of RedBeast 7-13 - Missile Corvette's Assault Missile System are now both 220. Weapons in the Anti-Aircraft mode now deal 170 less damage per hit.

The anti-ship and anti-aircraft damage per hit of the MK1-CG-628B/D "Comet Tail" Near-Defense Cannon of Cellular Defender - Heavy Torpedo Corvette's Rapid-Fire Cannon System are now both 15. Weapons in the Anti-Aircraft mode now deal 5 more damage per hit.

The anti-ship and anti-aircraft damage per hit of the CG-288D Dual-Cannon Rapid-Fire Battery of Nebula Chaser - Heavy Corvette's Airborne Weapon System are now both 50. Weapons in the Anti-Aircraft mode now deal 45 less damage per hit.

The anti-ship and anti-aircraft damage per hit of the MK1-J/SG-275D "Thunderbolt" Generic Cannon of CV-M011 - Heavy Missile Corvette's Anti-Aircraft Cannon System are now both 10. Weapons in the Anti-Aircraft mode now deal 10 more damage per hit. Now attack 2 Rounds Per Cycle instead of 1, with an attack duration of 1.5 seconds. Increases CD from 3 to 4.

The anti-ship and anti-aircraft damage per hit of the MK1-J/SG-275D "Thunderbolt" Generic Cannon CV-M011 - Heavy Cannon Corvette's Anti-Aircraft Cannon System are now both 10. Weapons in the Anti-Aircraft mode now deal 10 more damage per hit. Weapons now attack 2 Rounds Per Cycle instead of 1, with an attack duration of 1.5 seconds. Increases CD from 3 to 4. MK2.3-J/SG-1155D "Thunderbolt" Airborne Heavy Cannon of the Cannon Attack System now attacks 2 rounds per cycle instead of 1, with an attack duration of 0.5 seconds. Increases CD from 2 to 3.

The anti-ship and anti-aircraft damage per hit of the MK2-CP-170T/D "Eye of Ptolemy" Airborne Experimental Pulse Cannon of CV-T800 - Pulsar Corvette's Airborne Weapon System are now both 120. Weapons in the Anti-Aircraft mode now deal 40 more damage per hit. Now attacks 2 rounds per cycle instead of 1, with an attack duration of 2 seconds. Increases CD from 3 to 4.

Added 9/5 seconds to the S-Levy 9 - Heavy Torpedo Corvette's outbound/inbound time respectively. Changed the main weapon CD of the Airborne Bombardment System from 18 seconds to 4 seconds. The total Tech Point cost of CD enhancement for each weapon in the system is changed from 12 to 6. Meanwhile, added a new enhancement option to the Power System — Flight Maneuver Improvement: Reduces the flying time of reciprocal aircraft by 30%, with a total Tech Point cost of 12. Added a new enhancement option to the system — Close Combat Assault: When flying to attack the mid-row target, there is a 45% chance of ignoring enemy anti-aircraft weapons' pre-targeting effect. The enhancement limit for the system is increased by 2.


*As for the adjustment that Weapon Cooling Enhancement cost for reciprocating Aircraft is declined, your owned blueprints will maintain the current enhancement level with excess Tech Points to be refunded.


The anti-ship and anti-aircraft damage per hit of FG300 Generic Battery System's "FG300-SG-1150 Ultra Rapid-Fire Generic Battery" are now both 25 for FG300 - Multi-Role Frigate. Weapons in the Anti-Aircraft mode now deal 50 more damage per hit. Added 10% Base Lock-On Efficiency to the FG300-SG-1150 Ultra Type Rapid Generic Cannon of FG300 - Multi-Role Frigate's FG300 Generic Cannon System.
The anti-ship and anti-aircraft damage per hit of FG300 Generic Battery System's "FG300-SG-1150 Ultra Rapid-Fire Generic Battery" are now both 25 for FG300 - Recon Frigate. Weapons in the Anti-Aircraft mode now deal 50 more damage per hit.

The anti-ship and anti-aircraft damage per hit of FG302 Generic Battery System's "FG300-SG-1150 Ultra Rapid-Fire Generic Battery" are now both 25 for FG300 - Armored Frigate. Weapons in the Anti-Aircraft mode now deal 50 more damage per hit.
The anti-ship and anti-aircraft 30;FG300 - Armored Frigate of the Near-Defense Cannon of FG300 - Armored Frigate's "Storm" Missile System are now both 15. Weapons in the Anti-Aircraft mode now deal 20 more damage per hit. Added a new anti-aircraft weapons option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the MK2-AG-260A "Cross" Dual-Barrel Rapid-Fire Cannon of Mare Tranquillitatis - Missile Frigate's Cross Integrated Cannon System are now both 25. Weapons in the Anti-Aircraft mode now deal 50 more damage per hit. Added a new enhancement option to Mare Tranquillitatis - Missile Frigate's Integrated Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
The anti-ship and anti-aircraft damage per hit of the Mk1-AM-3x180 "Eternal Polaris" Triple-Fire Rocket Launcher Nest of Mare Tranquillitatis - Missile Frigate's Eternal Polaris Projectile Launching System are now both 60. Weapons in the Anti-Aircraft mode now deal 60 more damage per hit with CD of weapon reduced by 25%. The weapon effect is adjusted from “Anti-Aircraft Counterattack” to “Anti-Aircraft Support”; Added a new enhancement option to Mare Tranquillitatis - Missile Frigate's "Eternal Polaris" Projectile Launching System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the Mk1-AM-3x180 "Eternal Polaris" Triple-Fire Rocket Launcher Nest of Mare Tranquillitatis - Pulse Cannon Frigate's Eternal Polaris Projectile Launching System are now both 60. Weapons in the Anti-Aircraft mode now deal 30 more damage per hit. The weapon effect is adjusted from “Anti-Aircraft Counterattack” to “Anti-Aircraft Support”;
The anti-ship and anti-aircraft damage per hit of the Defensive Pulse Cannon System’s AP-260B Pulse Cannon of Mare Tranquillitatis - Pulse Cannon Frigate are now both 20. Weapons in the Anti-Aircraft mode now deal 20 more damage per hit, with weapon CD reduced by 20%. Added 60% Base Lock-On Efficiency to the AP-260B Pulse Cannon of Mare Tranquillitatis - Pulse Cannon Frigate's Defensive Pulse Cannon System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. Precision Firing: Increases the Hit Rate of the system's pulse anti-aircraft weapons by 20% for 60 seconds after the battle starts. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the Mk1-AM-3x180B "Eternal Polaris" Triple-Fire Rocket Launcher Nest of Mare Tranquillitatis - Interceptor Frigate's Eternal Polaris Projectile Launching System are now both 20. Weapons in the Anti-Aircraft mode now deal 105 more damage per hit. Added 60% Base Lock-On Efficiency to the Mk1-AM-3x180B "Eternal Polaris" Triple-Fire Rocket Launcher Nest of Mare Tranquillitatis - Interceptor Frigate's Eternal Polaris Projectile Launching System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. Preparation Warning: Increases the Lock-On Efficiency of this system's anti-aircraft weapons by 20% for 60 seconds after the battle starts. Anti-Aircraft Coverage Expansion: Expands the weapon's anti-aircraft coverage to the same-row ships, with the enhancement limit increased by 2;

The anti-ship and anti-aircraft damage per hit of the Generic Battery System’s AG-260 Dual-Cannon Rapid-Fire Battery of Mare Tranquillitatis - Interceptor Frigate are now both 10. Weapons in the Anti-Aircraft mode now deal 15 more damage per hit, with weapon CD reduced by 10%. Added a new enhancement option to Mare Tranquillitatis - Interceptor Frigate's Generic Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

Added 60% Base Lock-On Efficiency to the AM-2x138B Rocket Tower of Mare Nubium - Anti-Aircraft Frigate's Missile Support System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%.
High-Explosive Warhead: The weapon system has a chance to deal an additional 200% Crit Damage against aircraft. The enhancement limit for the system is increased by 2.

Added a new enhancement option to XenoStinger - Tactical Frigate's Generic Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
The effect of “Prioritize Targets” of "Stinger" UAV Attack System” of XenoStinger - Tactical Frigate is adjusted from “When the enemy fleet includes carriers, it deploys aircraft/UAVs to attack these targets as a priority and reduces Attack Duration by 35%.” to “When the enemy fleet includes Super Capital Ship, it deploys aircraft/UAVs to attack these targets as a priority and reduces Attack Duration by 25%.”

The anti-ship and anti-aircraft damage per hit of the BI-470B/T Experimental Anti-Aircraft Ion Cannon of Ruby - Experimental Ion Cannon Frigate's Flash Anti-Aircraft Ion Cannon System are now both 40. Weapons in the Anti-Aircraft mode now deal 60 more damage per hit and have 20% less CD and 35% less Attack Duration. Added 45% Base Lock-On Efficiency to the BI-470B/T Experimental Anti-Aircraft Ion Cannon of Ruby - Experimental Ion Cannon Frigate's Flash Anti-Aircraft Ion Cannon System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%.
Energy Penetration: When the system's anti-aircraft weapons attack aircraft within 90 seconds after the battle starts, there is a slight chance to deal Energy Damage equal to 70% of the target's Max HP. The enhancement limit for the system is increased by 1.

Added a new enhancement option to Ruby - Heavy Railgun Frigate's Generic Defensive Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

Added a new enhancement option to NOMA M470 - Heavy Landing Ship's Generic Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

Added 10% Base Lock-On Efficiency to the CG-1118A Rapid-Fire Cannon of Carilion - Recon Frigate's Rapid-Fire Anti-Ship Cannon System.
The anti-ship and anti-aircraft damage per hit of the MK1-CG-628B/D "Comet Tail" Near-Defense Cannon of Carilion - Recon Frigate's Near-Defense Cannon System are now both 15. Weapons in the Anti-Aircraft mode now deal 5 more damage per hit.

Added 45% Base Lock-On Efficiency to the MK2-CG-1118B "Comet Tail" Near-Defense Cannon of Carilion - Heavy Cannon Frigate's Near-Defense Cannon System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
The anti-ship and anti-aircraft damage per hit of the MK1-AG-335B "Cross" Near-Defense Cannon of Mare Serenitatis - Heavy Frigate's Cross Integrated Cannon System are now both 15. Weapons in the Anti-Aircraft mode now deal 10 more damage per hit. The CD of weapon is reduced by 10% with attacking duration reduced by 10%; Added 45% Base Lock-On Efficiency to the MK1-AG-335B "Cross" Near-Defense Cannon of Mare Serenitatis - Heavy Frigate's "Cross" Integrated Cannon System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the MK1-AG-335B "Cross" Near-Defense Cannon of Mare Serenitatis - Missile Frigate's Cross Integrated Cannon System are now both 15. Weapons in the Anti-Aircraft mode now deal 10 more damage per hit.

The anti-ship and anti-aircraft damage per hit of the MK1-AG-335B "Cross" Near-Defense Cannon of Mare Serenitatis - Anti-Aircraft Frigate's Cross Integrated Cannon System are now both 15. Weapons in the Anti-Aircraft mode now deal 10 more damage per hit.
The anti-ship and anti-aircraft damage per hit of the AM-4x60B Anti-Aircraft Missile Launcher Nest of Mare Serenitatis - Anti-Aircraft Frigate's Eternal Polaris Mk I-B Projectile Launching System are now both 20. Weapons in the Anti-Aircraft mode now deal 60 more damage per hit and have 40% less CD and 40% less Attack Duration. Added new effect of “Anti-Aircraft Support” that enables the weapon to attack the enemy air targets launching attacks on the friendly ships in the same row with itself. Added 60% Base Lock-On Efficiency to the AM-4x60B Anti-Aircraft Missile Launcher Nest of Mare Serenitatis - Anti-Aircraft Frigate's Eternal Polaris Mk I-B Projectile Launching System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%.
Spread-Out Warhead: When this system's anti-aircraft weapons hit an aircraft, there is a chance to deal 100% Crit Damage to up to 3 groups of aircraft that are attacking you. The enhancement limit for the system is increased by 2.

Added a new enhancement option to Reliat - Rapid Torpedo Frigate's Anti-Ship Torpedo System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
Added a new enhancement option to Reliat - Rapid Torpedo Frigate's Rapid-Fire Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the CP-110 Generic Pulse Cannon of Reliat - Tactical Torpedo Frigate's Rapid-Fire Pulse Cannon System are now both 20. Weapons in the Anti-Aircraft mode now deal 10 more damage per hit. Added a new enhancement option to Reliat - Tactical Torpedo Frigate's Rapid-Fire Pulse Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

Added 10% Base Lock-On Efficiency to AC721-SG-2275C Ultra Dual-Cannon Assault Cannon of AC721 - Heavy Logistics Destroyer's 721 Integrated Cannon System.
The anti-ship and anti-aircraft damage per hit of the SG-330B/D Anti-Aircraft Turret of AC721 - Heavy Logistics Destroyer's 721 Integrated Cannon System are now both 10. Weapons in the Anti-Aircraft mode now deal 5 more damage per hit. Added 60% Base Lock-On Efficiency to the SG-330B/D Anti-Aircraft Turret of AC721 - Heavy Logistics Destroyer's 721 Integrated Cannon System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the SM-4x40B Anti-Aircraft Missile Silo of AC721 - Heavy Missile Destroyer's MK-200 Generic Vertical Launching System are now both 35. Weapons in the Anti-Aircraft mode now deal 70  more damage per hit. Added 45% Base Lock-On Efficiency to the SM-4x40B Anti-Aircraft Missile Silo of AC721 - Heavy Missile Destroyer's MK-200 Generic Vertical Launching System and a new enhancement option to the system — High-Explosive Warhead: The weapon system has a chance to deal 150% Crit Damage against aircraft. The enhancement limit for the system is increased by 1.
Added a new enhancement option to the AC721 - Heavy Missile Destroyer's 720 Auxiliary Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the SG-330B/D Anti-Aircraft Turret of AC721 - Heavy Ion Cannon Destroyer's Anti-Aircraft Cannon System are now both 10. Weapons in the Anti-Aircraft mode now deal 5 more damage per hit.

Added 10% Base Lock-On Efficiency to the AG-1156 "Eris" Generic Cannon of Eris I - Light Rapid-Fire Cannon Destroyer's "Eris" Joint Cannon System.

Added a new enhancement option to Ceres - Aircraft Destroyer's Generic Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

Added 10% Base Lock-On Efficiency to the BP-600T Experimental Pulse Turret of Taurus - Pulse Cannon Destroyer's "Ox Horn" Pulse Cannon System.
The anti-ship and anti-aircraft damage per hit of the BP-120B Rapid-Fire Pulse Turret of Taurus - Pulse Cannon Destroyer's "Ox Horn" Pulse Cannon System are now both 20. Weapons in the Anti-Aircraft mode now deal 25 more damage per hit, with CD reduced by 35%. Added 60% Base Lock-On Efficiency added to the BP-120B Rapid-Fire Pulse Turret of Taurus - Pulse Cannon Destroyer's "Ox Horn" Pulse Cannon System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. Precision Firing: Increases the Hit Rate of the system's pulse anti-aircraft weapons by 20% for 60 seconds after the battle starts. The enhancement limit for the system is increased by 1.
Precision Firing: Increases the Hit Rate of the system's pulse anti-aircraft weapons by 20% for 60 seconds after the battle starts. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the BP-120B Rapid-Fire Pulse Turret of the Taurus - Assault Destroyer's "Ox Horn" Pulse Cannon System are now both 20. Weapons in the Anti-Aircraft mode now deal 25 more damage per hit. Added 60% Base Lock-On Efficiency to the BP-120B Rapid-Fire Pulse Turret of Taurus - Assault Destroyer's "Ox Horn" Pulse Cannon System.

Added 10% Base Lock-On Efficiency to the BP-600T Experimental Pulse Turret of Taurus - Defensive Destroyer's "Ox Horn" Pulse Cannon System.
The anti-ship and anti-aircraft damage per hit of the BT-270A Anti-Aircraft Pulse Cannon of Taurus - Defensive Destroyer's "Ox Horn" Pulse Cannon System are now both 25. Weapons in the Anti-Aircraft mode now deal 25 more damage per hit. Added 60% Base Lock-On Efficiency to the BT-270A Anti-Aircraft Pulse Cannon of Taurus - Defensive Destroyer's "Ox Horn" Pulse Cannon System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%.
Precision Firing: Increases the Hit Rate of the system's pulse anti-aircraft weapons by 25% for 45 seconds after the battle starts. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the MK2-BG-2100B "Fortress" Generic Cannon of Tundra - Tactical Destroyer's Rapid-Fire Cannon System are now both 25. Weapons in the Anti-Aircraft mode now deal 30 more damage per hit. Added 15% Base Lock-On Efficiency to the MK2-BG-2100B "Fortress" Generic Cannon of Tundra - Tactical Destroyer's Rapid-Fire Cannon System.

The anti-ship and anti-aircraft damage per hit of the MK2-BG-2100B "Fortress" Generic Cannon of Tundra - Aircraft Destroyer's Integrated Armory are now both 25. Weapons in the Anti-Aircraft mode now deal 30 more damage per hit.

Added 10% Base Lock-On Efficiency to the MK2-CM-4x280A "Storm" Missile Launcher Nest of Winged Hussar - Light Missile Destroyer's "Storm" Missile System.

Added 10% Base Lock-On Efficiency to the CT-4-240A "Roland Iron Dwarf K" Quad-Fire Torpedo Launcher of Winged Hussar - Integrated Missile Destroyer's "Storm" Missile System.

The anti-ship and anti damage per hit of the of "Storm" Missile System r's MK2-CM-4x220B "Storm" Missile Launcher Nest of Winged Hussar - Area-Denial Anti-Aircraft Destroyer are now both 150. Weapons in the Anti-Aircraft mode now deal 170 more damage per hit. The Attack Priority is adjusted to attack Aircraft first, and the weapon effect of “Anti-Aircraft Counterattack” is changed to “Anti-Aircraft Support”. Added 60% Base Lock-On Efficiency to MK2-CM-4x220B "Storm" Missile Launcher Nest of Winged Hussar - Area-Denial Anti-Aircraft Destroyer's "Storm" Missile System and a new enhancement option to the system — High-Explosive Warhead: The system's weapons will deal an additional 100% Crit Damage when attacking aircraft. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the MK2-CM-8x200C "Storm" Missile Launcher Nest of Guardian - Support Destroyer's "Storm" Missile System are now both 80. Weapons in the Anti-Aircraft mode now deal 80 more damage per hit. The CD of weapon is reduced by 30% with the attacking duration declined by 30%. And the weapon effect of “Anti-Aircraft Counterattack” is changed to “Anti-Aircraft Support”. Added a new enhancement option to Guardian - Support Destroyer's “"Storm" Missile System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the MK2-CM-8x200C "Storm" Missile Launcher Nest of Guardian - Dual-Purpose Assault Ship's "Storm" Missile System are now both 80. Weapons in the Anti-Aircraft mode now deal 20 more damage per hit.

Added a new enhancement option to Guardian - Experimental Pulse Assault Ship's "Star Codex" Pulse Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

Added 10% Base Lock-On Efficiency to the AR-1125A Railgun Turret of Quaoar - Railgun Destroyer's Integrated Railgun System.
Added 10% Base Lock-On Efficiency to the MK3-AT-1-700 "Supernova – White K" Cluster Torpedo of Quaoar - Torpedo Destroyer's "Eternal Polaris" Projectile Launching System.
The anti-ship and anti-aircraft damage per hit of the AM-4x400B Missile Launcher Array of Quaoar - Torpedo Destroyer's "Eternal Polaris" Projectile Launching System are now both 70. Weapons in the Anti-Aircraft mode now deal 70 more damage per hit. The CD of weapon is reduced by 40%, with the attacking duration declined by 50%. The weapon effect is changed from “Anti-Aircraft Counterattack” to “Anti-Aircraft Support”. Added a new enhancement option to Quaoar - Torpedo Destroyer's "Eternal Polaris" Projectile Launching System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the BG-290B Generic Cannon of Aldabra - Heavy Assault Destroyer's "Fortress" Cannon System are now both 25. Weapons in the Anti-Aircraft mode now deal 50 more damage per hit, with the CD reduced by 40%;

The anti-ship and anti-aircraft damage per hit of the BG-290B Generic Cannon of Aldabra - Heavy Cannon Destroyer's "Fortress" Cannon System are now both 25. Weapons in the Anti-Aircraft mode now deal 50 more damage per hit, with the CD reduced by 40%; Added a new enhancement option to Aldabra - Heavy Cannon Destroyer's "Fortress" Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
The anti-ship and anti-aircraft damage per hit of the BG-340B Anti-Aircraft Battery of Aldabra - Heavy Cannon Destroyer's Near-Defense System are now both 10. Weapons in the Anti-Aircraft mode now deal 20 more damage per hit, with the CD reduced by 30%; Added 45% Base Lock-On Efficiency to the BG-340B Anti-Aircraft Battery of Aldabra - Heavy Cannon Destroyer's Near-Defense System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

Added 10% Base Lock-On Efficiency to the KCCPV-SM-16x450 Hexadeca-Fire Missile Launcher Array of KCCPV2.0 - Light Attack Cruiser's Integrated Projectile Weapon System.
The anti-ship and anti-aircraft damage per hit of the SG-1120B Generic Cannon of KCCPV2.0 - Light Attack Cruiser's Generic Cannon System are now both 40. Weapons in the Anti-Aircraft mode now deal 40 more damage per hit.
Added a new enhancement option to KCCPV2.0 - Light Attack Cruiser's Generic Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the SG-1120B Generic Cannon of KCCPV2.0 - Light Pulse Attack Cruiser's Generic Cannon System are now both 40. Weapons in the Anti-Aircraft mode now deal 40 more damage per hit.

The anti-ship and anti-aircraft damage per hit of the SG-1120B Generic Cannon of KCCPV2.0 - Light Railgun Cruiser's Generic Cannon System are now both 40. Weapons in the Anti-Aircraft mode now deal 40 more damage per hit.
The anti-ship and anti-aircraft damage per hit of the SG-1120B Generic Cannon of KCCPV2.0 - Light Aircraft Cruiser's Generic Cannon System are now both 40. Weapons in the Anti-Aircraft mode now deal 40 more damage per hit.

The anti-ship and anti-aircraft damage per hit of SG-1120B Generic Cannon of CAS066 - Generic Cruiser's Standard Integrated Cannon System are now both 40. Weapons in the Anti-Aircraft mode now deal 40 more damage per hit.

The anti-ship and anti-aircraft damage per hit of the SG-1120B Generic Cannon of CAS066 - Artillery Cruiser's Defensive Cannon System are now both 40. Weapons in the Anti-Aircraft mode now deal 40 more damage per hit.

The anti-ship and anti-aircraft damage per hit of the SG-1120B Generic Cannon of CAS066 - Aircraft Cruiser's Standard Integrated Cannon System are now both 40. Weapons in the Anti-Aircraft mode now deal 40 more damage per hit.

Added a new enhancement option to Io - Assault Ion Cannon Cruiser's Integrated Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
The anti-ship and anti-aircraft damage per hit of the AG-680B Near-Defense Cannon of Io - Assault Ion Cannon Cruiser's Defensive Cannon System are now both 5. Weapons in the Anti-Aircraft mode now deal 20 more damage per hit. Added 60% Base Lock-On Efficiency to the AG-680B Near-Defense Cannon of Ion Cannon Cruiser's Defensive Cannon System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the MK2-AT-8-700 "Supernova – White K" Cluster Torpedo of Callisto - Cluster Torpedo Raid Ship's "Eternal Polaris" Large Projectile Launching System are now both 350. Weapons in the Anti-Aircraft mode now deal 335 less damage per hit. Added 10% Base Lock-On Efficiency to the MK2-AT-8-700 "Supernova – White K" Cluster Torpedo of Callisto - Cluster Torpedo Raid Ship's "Eternal Polaris" Large Projectile Launching System.
The anti-ship and anti-aircraft damage per hit of the MK2-AT-4-700 "Supernova – White K" Cluster Torpedo of Callisto - Heavy UAV Cruiser's "Eternal Polaris" Large Projectile Launching System are now both 350. Weapons in the Anti-Aircraft mode now deal 335 less damage per hit. Added 10% Base Lock-On Efficiency to the MK2-AT-4-700 "Supernova – White K" Cluster Torpedo of Callisto - Heavy UAV Cruiser's "Eternal Polaris" Large Projectile Launching System.

Added a new enhancement option to Light Cone - Multi-Role Missile Cruiser's "Minecart" Projectile Launching Array — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
Added a new enhancement option to Light Cone - Multi-Role Missile Cruiser's Defensive Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the BM-1x180B Missile Defense System of Light Cone - Area-Denial Anti-Aircraft Cruiser's "Minecart" Projectile Launching Array are now both 40. Weapons in the Anti-Aircraft mode now deal 60 more damage per hit. Added 60% Base Lock-On Efficiency to the BM-1x180B Missile Defense System of Light Cone - Area-Denial Anti-Aircraft Cruiser's "Minecart" Projectile Launching Array and a new enhancement option to the system — Spread-Out Warhead II: When the system's anti-aircraft weapons hit an aircraft target, there is a chance to deal 100% Crit Damage on all aircraft that is attacking you. Stealth Recognition: Reduces the time required for the system's weapons to pre-target a flying target by 1 second. The enhancement limit for the system is increased by 2.
Light ConeCAT-3 Anti-Aircraft UAV Pod of Light Cone - Multi-Role Missile Cruiser and Light Cone - Area-Denial Anti-Aircraft Cruiser is adjusted to carry Area-Denial Anti-Aircraft UAV, whose Anti-Aircraft Range is: the same row.

Added a new enhancement option to Chimera - Heavy Cruiser's "Fortress" Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

Added a new enhancement option to Predator - Aircraft Cruiser's Projectile Weapon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
The anti-ship and anti-aircraft damage per hit of the CG-1105B Generic Cannon of Predator - Aircraft Cruiser's Defensive Cannon System are now both 20. Weapons in the Anti-Aircraft mode now deal 20 more damage per hit. Added a new enhancement option to Predator - Aircraft Cruiser's Defensive Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.

The anti-ship and anti-aircraft damage per hit of the CG-1105B Generic Cannon of Predator - Tactical Aircraft Cruiser's Defensive Cannon System are now both 20. Weapons in the Anti-Aircraft mode now deal 20 more damage per hit.
The anti-ship and anti-aircraft damage per hit of the CM-8x100B Octa-Fire Anti-Aircraft Missile Array of Predator - Anti-Aircraft Cruiser's Anti-Aircraft Missile System are now both 40. Weapons in the Anti-Aircraft mode now deal 60 more damage per hit and have 30% less CD and 50% less Attack Duration. Added 60% Base Lock-On Efficiency to the CM-8x100B Octa-Fire Anti-Aircraft Missile Array of Predator - Anti-Aircraft Cruiser's AA Missile System and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
The anti-ship and anti-aircraft damage per hit of the CG-1105B Generic Cannon of Predator - Anti-Aircraft Cruiser's Defensive Cannon System are now both 20. Weapons in the Anti-Aircraft mode now deal 20 more damage per hit.
The effect of “Prioritize Targets” of “Fighter Loading System” of Predator - Aircraft Cruiser, Predator - Tactical Aircraft Cruiser and is adjusted from “When the enemy fleet includes carriers, it deploys aircraft/UAVs to attack these targets as a priority and reduces Attack Duration by 35%.” to “When the enemy fleet includes Super Capital Ship, it deploys aircraft/UAVs to attack these targets as a priority and reduces Attack Duration by 25%.”
Added 10% Base Lock-On Efficiency added to the CG-1240 Anti-Ship Cannon of Jaeger - Heavy Aircraft Cruiser's Integrated Cannon System.
The anti-ship and anti-aircraft damage per hit of the CG-1105B Generic Cannon of Jaeger - Heavy Aircraft Cruiser's Integrated Cannon System are now both 20. Weapons in the Anti-Aircraft mode now deal 60 more damage per hit.
The effect of “Prioritize Targets” of “Corvette Loading System” of Jaeger - Heavy Aircraft Cruiser is adjusted from “When the enemy fleet includes carriers, it deploys aircraft/UAVs to attack these targets as a priority and reduces Attack Duration by 35%.” to “When the enemy fleet includes Super Capital Ship, it deploys aircraft/UAVs to attack these targets as a priority and reduces Attack Duration by 25%.”
The anti-ship and anti-aircraft damage per hit of the CG-1105B Generic Cannon of Jaeger - Heavy Cannon Cruiser's Integrated Cannon System are now both 20. Weapons in the Anti-Aircraft mode now deal 60 more damage per hit.

The anti-ship and anti-aircraft damage per hit of the AM-4x60B Anti-Aircraft Missile Launcher Nest of Conamara Chaos - Railgun Cruiser's Anti-Aircraft System are now both 20. Weapons in the Anti-Aircraft mode now deal 60 more damage per hit and have 15% less CD and 10% less Attack Duration. Added 60% Base Lock-On Efficiency to the of Conamara Chaos - Railgun Cruiser's Anti-Aircraft AM-4x60B Anti-Aircraft Missile Launcher Nest and a new enhancement option to the system — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
The anti-ship and anti-aircraft damage per hit of the AM-4x60B Anti-Aircraft Missile Launcher Nest of Conamara Chaos - High-Speed Plasma Cruiser's Anti-Aircraft System are now both 20. Weapons in the Anti-Aircraft mode now deal 60 more damage per hit and have 15% less CD and 10% less Attack Duration.

Added 10% Base Lock-On Efficiency added to the AIM-850T Plasma Caster of Eternal Storm - Attack Battlecruiser's Experimental Plasma Caster.
Added 10% Base Lock-On Efficiency added to the KMK2-AM-8x300B "Eternal Polaris Cluster Missile of Eternal Storm - Attack Battlecruiser's "Eternal Polaris" MARKII Projectile Launching System.
The anti-ship and anti-aircraft damage per hit of the KMK2-AM-16x150B "Eternal Polaris Anti-Aircraft Missile Array of Eternal Storm - Attack Battlecruiser's "Eternal Polaris" MARKII Projectile Launching System are now both 40. Weapons in the Anti-Aircraft mode now deal 45 more damage per hit. Added 60% Base Lock-On Efficiency to the KMK2-AM-16x150B "Eternal Polaris Anti-Aircraft Missile Array of Eternal Storm - Attack Battlecruiser's "Eternal Polaris" MARKII Projectile Launching System.
Added 60% Base Lock-On Efficiency to the AP-130B Rapid-Fire Near-Defense Pulse Cannon of Eternal Storm - Attack Battlecruiser's Pulse Turret System.
The anti-ship and anti-aircraft damage per hit of the AG-1105B Generic Cannon of Eternal Storm - Attack Battlecruiser's Generic Close-in Weapon System are now both 20. Weapons in the Anti-Aircraft mode now deal 40 more damage per hit. Added a new enhancement option to Eternal Storm - Attack Battlecruiser's Generic Close-in Weapon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
*System adjustments to Eternal Storm - Attack Battlecruiser:
Adjusted the effect of strategic skill Overdrive in the M1 system:
Every 60s, increases the main ion cannon's Damage Frequency by 3, and the Hit Rate by 35% but reduces shield's damage reduction by 5% during the period. Duration: 30s. CD: 10s.
Adjusted the attack method of AIM-850 Plasma Caster in the M2 system, making it able to attack mid-row and back-row targets.
Adjusted the strategic skill of the M2 system from Overdrive to:
All-Around Strike: Every 45s, the primary weapon in the system will initiate an additional attack on 3 random effective targets.
Changed the Weapon System of the A3 system to "Eternal Polaris" MARKII - Trial Projectile Launching System Test with weapon MK4-AT-1-800AT "Supernova – White" Energy Torpedo.
Reduced the CD of the AG-2580 Dual-Cannon Heavy Battery of the B1 system from 10s to 8s.
Increased the Damage Per Hit of AG-1105B Generic Cannon of the B2 system from 60 to 75.
Increased the Damage Per Hit of AP-130B Rapid-Fire Near-Defense Pulse Cannon of the D2 system from 30 to 40.

Cruising Speed of ST59 - Defensive Battlecruiser is adjusted from 250 to 450, with Warp Speed from 1250 to 2250.
Added a new enhancement option to ST59 - Defensive Battlecruiser's Large Cannon Platform — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
Added 10% Base Lock-On Efficiency added to the SP-430 Pulse Cannon of ST59 - Defensive Battlecruiser's Pulse Turret Array.
*System adjustments to ST59 - Defensive Battlecruiser:
Reduced the CD of the SG-2400T Dual-Barrel Rapid-Fire Cannon of the M2 system from 8s to 6s.
The A1 system now carries SG-1120 Generic Cannon instead and attacks small ships first.
Adjusted the Attack Priority of SR-1425 Railgun of the A2 system to attacking big ships first.
Adjusted the module effect of ASX-100 Additional Armor of the C1 system from providing 15% Extra HP to 20% Extra HP.
Adjusted the module effect of AEX-120 EM Armor of the C2 system from providing 35% Energy Shield to 20% Energy Shield.

Added 10% Base Lock-On Efficiency added to the CM-12x550 Dodeca-Fire Anti-Ship Missile System of Constantine the Great - Multi-Role Battlecruiser's "Gamma Storm" Projectile Weapon System.
Added a new enhancement option to Constantine the Great - Multi-Role Battlecruiser's Generic Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
The anti-ship and anti-aircraft damage per hit of the CP-3x220 Triple-Fire Anti-Aircraft Pulse of Constantine the Great - Multi-Role Battlecruiser's Pulse Anti-Aircraft System are now both 35. Weapons in the Anti-Aircraft mode now deal 45 more damage per hit. Added 60% Base Lock-On Efficiency to the CP-3x220 Triple-Fire Anti-Aircraft Pulse of Constantine the Great - Multi-Role Battlecruiser's Pulse Anti-Aircraft System.
Added 60% Base Lock-On Efficiency added to the CP-120 Anti-Missile Pulse Array of Constantine the Great - Multi-Role Battlecruiser's Pulse Anti-Aircraft System.
The anti-ship and anti-aircraft damage per hit of the CM-2x45B Short-Range Anti-Aircraft Missile of Constantine the Great - Multi-Role Battlecruiser's Short-Range Anti-Aircraft System are now both 35. Weapons in the Anti-Aircraft mode now deal 20 more damage per hit. Added 60% Base Lock-On Efficiency to the CM-2x45B Short-Range Anti-Aircraft Missile of Constantine the Great - Multi-Role Battlecruiser's Short-Range Anti-Aircraft System.
The anti-ship and anti-aircraft damage per hit of the MK2-CM-4x200B "Storm" Missile Launcher Nest of Constantine the Great - Multi-Role Battlecruiser's AA Missile System are now both 35. Weapons in the Anti-Aircraft mode now deal 70 more damage per hit and have 40% less CD. Added 60% Base Lock-On Efficiency added to the MK2-CM-4x200B "Storm" Missile Launcher Nest of Constantine the Great - Multi-Role Battlecruiser's AA Missile System.
The anti-ship and anti-aircraft damage per hit of the CM-2x188B Missile Launcher Array of Constantine the Great - Multi-Role Battlecruiser's AA Missile System are now both 25. Weapons in the Anti-Aircraft mode now deal 40 more damage per hit. Added 60% Base Lock-On Efficiency to the CM-2x188B Missile Launcher Array of Constantine the Great - Multi-Role Battlecruiser's AA Missile System.
*System adjustments to Constantine the Great - Multi-Role Battlecruiser:
Adjusted the strategic skill of the A1 system from Concentrate Fire Periodically to: Weak-Point Strike: Increases the Crit Damage dealt by the system's weapons by 100% when the target has less than 50% HP.
Precision Guidance: Increases the Hit Rate of the system's weapons by 40% when the target has more than 50% HP.
Optimized how the B2 system's strategy Concentrate Fire Periodically takes effect. When the strategy is active, the system's weapons will immediately change their targets to the target of the concentrated fire.
Adjusted the anti-aircraft coverage of the MK2-CM-4x200B "Storm" Missile Launcher Nest in the B3 system to also providing anti-aircraft support to friendly ships in the same row.
Adjusted the module effect of the RIT-650 Energy Compression Device in the C1 system from "Increases the ship's Ion Cannon Damage by 15%" to "Increases the ship's Energy Weapon Damage by 10%".
The CM-2x45B Short-Range Anti-Aircraft Missile of the D1 system will have the Anti-Aircraft Critical Strike effect. And when its target is an aircraft, it has a 25% chance to deal 100% more damage on a Critical Strike.
Adjusted the module effect of the ASM-220 Critical-system Reinforced Armor in the D2 system from "Reduces Crit Damage taken by the main system by 60%" to "Reduces Crit Damage taken by all systems by 15%."

Added 10% Base Lock-On Efficiency added to the BG-2240 Anti-Ship Cannon of Spear of Uranus - Heavy Battlecruiser's "Fortress" Cannon System.
The anti-ship and anti-aircraft damage per hit of the BG-340B Anti-Aircraft Cannon of Spear of Uranus - Heavy Battlecruiser's "Fortress" Cannon System are now both 10. Weapons in the Anti-Aircraft mode now deal 10 more damage per hit. Added 45% Base Lock-On Efficiency to the BG-340B Anti-Aircraft Cannon of Spear of Uranus - Heavy Battlecruiser's "Fortress" Cannon System.
Added a new enhancement option to Spear of Uranus - Heavy Battlecruiser's "Minecart" Projectile Launching Array — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
The anti-ship and anti-aircraft damage per hit of the BG-625C Area Anti-Missile Cannon of Spear of Uranus - Heavy Battlecruiser's Anti-Missile System are now both 10. Weapons in the Anti-Aircraft mode now deal 10 more damage per hit. Added 45% Base Lock-On Efficiency to the BG-625C Area Anti-Missile Cannon of Spear of Uranus - Heavy Battlecruiser's Anti-Missile System.
Added 10% Base Lock-On Efficiency to the BG-2350 Anti-Ship Cannon of Spear of Uranus - Heavy Battlecruiser's "Fortress" Cannon System.
*System adjustments to Spear of Uranus - Heavy Battlecruiser:
Increased the Damage Per Hit of the BI-850 Dual-Fire Heavy Ion Cannon Turret in the D2 system from 600 to 750.
Added a new strategic skill to the A2 system — Full Firepower: Decreases the CD of the system's weapons by 40% for 180s whenever your HP falls below 50%. Can only be triggered once per battle.
Added a new enhancement option to the A3 system — Missile-Interception Subsystem: The Anti-Aircraft Cannon in the system has a 6% chance to intercept missiles/torpedoes.
Replaced the C1 system with the Distributed Weapon Control System, which carries the XI-1200 Distributed Fire Control Radar module. The module effect can grant Hit Rate +5% to all weapons of the ship.
HP provided by ASX-150 Energized Nano Armor of Spear of Uranus - Heavy is adjusted from 32090 to 28881. Added an Additional HP Auto-Repair effect. The extra HP provided by the module will be used for auto self-repair after each battle.

Added a new enhancement option to Thunderbolt Star - Multi-role Arsenal Ship's Rapid-Fire Anti-Ship Weapon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
Added 60% Base Lock-On Efficiency to the HM-4x60B Mid-Range Anti-Aircraft Missile Array of Thunderbolt Star - Multi-role Arsenal Ship's Active Anti-Aircraft System.
Added 60% Base Lock-On Efficiency to the HP-100B Anti-Missile Pulse Array of Thunderbolt Star - Multi-role Arsenal Ship's Range Interception System.
Added 10% Base Lock-On Efficiency to the HM-1x220A Mid-Range Anti-Ship Missile of Thunderbolt Star - Multi-role Arsenal Ship's Accurate Projectile Weapon System.
Added a new enhancement option to Thunderbolt Star - Multi-role Arsenal Ship's Multi-Target Weapon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
Added 60% Base Lock-On Efficiency to the HG-1120B Multi-Target Anti-Aircraft Turret of Thunderbolt Star - Multi-role Arsenal Ship's Multi-Target Anti-Aircraft System.

Added 10% Base Lock-On Efficiency to the BG-1260 Anti-Ship Turret of Ediacaran - Heavy Firepower Auxiliary Ship's Fortress Bow-Mounted Heavy Cannon System.
The anti-ship and anti-aircraft damage per hit of the BM-2x280B Anti-Aircraft Missile Launcher Array of Ediacaran - Heavy Firepower Auxiliary Ship's Fortress Assault Railgun System are now both 25. Weapons in the Anti-Aircraft mode now deal 25 more damage per hit. Added 45% Base Lock-On Efficiency to the BM-2x280B Anti-Aircraft Missile Launcher Array of Ediacaran - Heavy Firepower Auxiliary Ship's Fortress Assault Railgun System.

Added 10% Base Lock-On Efficiency to the MK3-BM-8x320 "Lightning Field" Octa-Fire Anti-Ship Missile System of Solar Whale - Armed Tactical Carrier's Integrated Armory.
Added a new enhancement option to Solar Whale - Armed Tactical Carrier's Integrated Cannon Platform — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
The anti-ship and anti-aircraft damage per hit of the BM-12x180T Missile Defense System of Solar Whale - Armed Tactical Carrier's Anti-Aircraft Missile Platform are now both 50. Weapons in the Anti-Aircraft mode now deal 70 more damage per hit. Added 60% Base Lock-On Efficiency to the BM-12x180T Missile Defense System of Solar Whale - Armed Tactical Carrier's Anti-Aircraft Missile Platform.
*System adjustments to Solar Whale - Armed Tactical Carrier:
Adjusted the strategic skill of the A2 system from Morale Booster to: Concentrated Firing: Utilizes a reload strategy in a concentrated style to increase the firepower density. Doubles the weapon's Rounds Per Cycle but increases the reloading CD by 80%.
Adjusted the strategic skill of the A3 system from Morale Booster to: Focus Interception: Changes the recognition criteria of the target characteristic. Increases the recognition of missiles and torpedoes. Increases the missile/torpedo interception rate of the missiles in the system by 10% and extends the Attack Duration by 100%.

Added 60% Base Lock-On Efficiency to the BM-12x180T Missile Defense System of CV3000 - High-Speed Carrier's Anti-Aircraft Missile Platform.
Added a new enhancement option to CV3000 - High-Speed Carrier's "Dragoon" Cannon System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
Added a new enhancement option to CV3000 - High-Speed Carrier's Missile Defense System — Anti-Aircraft Recognition: Increases the Lock-On Efficiency of the system's anti-aircraft weapons by 15%. The enhancement limit for the system is increased by 1.
Added 10% Base Lock-On Efficiency to the MK2-CM-4x250A "Storm" Missile Launcher Nest of Marshal Crux - Carrier's Missile Defense System.
Added 10% Base Lock-On Efficiency to the CG-2220 Generic Dual-Cannon Battery of Marshal Crux - Carrier's "White Flashing" Integrated Armory.
*System adjustments to Marshal Crux - Carrier:
Adjusted the strategic skill of the D2 system from Concentrated Strike to: Super Capital Strike — When the enemy fleet includes a Super Capital Ship, it deploys aircraft/UAVs to attack these targets as a priority and reduces Attack Duration by 30%.
Enhanced the effect of strategic skill Concentrated Strike in the A2 system: After the battle begins, the carried aircraft will lock onto the same target in the first 4 rounds of attacks. When the strategy is active, increases the Evasion of the carried aircraft by 50%.

*Explorers who have enhanced the removed enhancement options mentioned above after the update will be refunded with Tech Points and the corresponding enhancement will be reset.
*After the update, the removed enhancement options mentioned above will also be removed from the saved System Enhancement Plans.

2. System Attack Mechanism Adjustments
* New Mechanism
During each battle, when all ships and aircraft's Primary Weapon System, Primary Hangar System, and Command System are under attack until they are disabled, the ship will receive damage equal to 5% of Max HP. The system can be repaired automatically after being disabled, which takes 25 seconds, and the system will not operate normally during the repair period.The Primary Weapon System and the Primary Hangar System can be repaired up to 2 times, and it's impossible to repair them again after they go through the last repair. The Command System can be repaired up to 3 times, and it cannot be selected by the system as an attack target after the last repair.
During each battle, when all ships and aircraft's Power System and the Additional Power System are under attack until they are disabled, the ship will receive damage equal to 5% of Max HP. The Power System and the Additional Power System cannot be repaired during the battle.
*Ship System HP Adjustment
SC002 - Quantum Scout: Weapon System HP 1,700 -> 1,550; Power System HP 1,300 ->1,150; Armor System HP 1,300 -> 1,150; Command System HP 1,750 -> 1,600; Other System HP 1,300 -> 1,150.
Sandrake - Atmospheric Interceptor: Weapon System HP 2,500 -> 2,250; Power System HP 2,000 ->1,800; Armor System HP 3,000 -> 2,700; Command System HP 2,000 -> 1,800; Other System HP 2,000 -> 1,800.
Bullfrog - Dual-Purpose Bomber: Weapon System HP 3,000 -> 2,700; Power System HP 2,150 ->1,950; Armor System HP 3,200 -> 2,900; Command System HP 2,500 -> 2,250; Other System HP 2,500 -> 2,250.
Strix A100 - Joint Attacker: Weapon System HP 3,000 -> 2,700; Power System HP 2,000 ->1,800; Armor System HP 3,200 -> 2,900; Command System HP 2,500 -> 2,250; Other System HP 2,500 -> 2,250.

Hayreddin's Loyal - Pulsar Fighter: Weapon System HP 3,600 -> 3,250; Power System HP 4,300 ->3,850; Armor System HP 4,150 -> 3,750; Command System HP 3,200 -> 2,900; Other System HP 3,200 -> 2,900.

Balancer Anderson SC020 - Scout: Weapon System HP 2,000 -> 1,800; Power System HP 2,000 ->1,800; Armor System HP 2,000 -> 1,800; Command System HP 2,000 -> 1,800; Other System HP 1,700 -> 1,550.
Vitas A021 - Heavy Attacker: Weapon System HP 3,150 -> 2,850; Power System HP 3,000 ->2,700; Armor System HP 3,000 -> 2,700; Command System HP 3,000 -> 2,700; Other System HP 2,500 -> 2,250.
Vitas-B010 - Bomber: Weapon System HP 3,750 -> 3,400; Power System HP 3,300 ->2,950; Armor System HP 3,600 -> 3,250; Command System HP 2,500 -> 2,250; Other System HP 2,500 -> 2,250.
B192 Newland - Heavy Attacker: Weapon System HP 2,500 -> 2,250; Power System HP 2,000 ->1,800; Armor System HP 2,000 -> 1,800; Command System HP 3,300 -> 2,950; Other System HP 2,000 -> 1,800.
Spore A404 - Light Fighter: Weapon System HP 2,050 -> 1,850; Power System HP 1,750 ->1,600; Armor System HP 1,700 -> 1,550; Command System HP 2,300 -> 2,050; Other System HP 1,300 -> 1,150.
Stingray - Torpedo Bomber: Weapon System HP 3,300 -> 2,950; Power System HP 2,500 ->2,250; Armor System HP 2,500 -> 2,250; Command System HP 2,000 -> 1,800; Other System HP 2,000 -> 1,800.
Janbiya Aer410 - Assault Attacker: Weapon System HP 2,000 -> 1,800; Power System HP 1,750 ->1,600; Armor System HP 1,700 -> 1,550; Command System HP 2,500 -> 2,250; Other System HP 1,300 -> 1,150.
Mistral - Combat Attacker: Weapon System HP 3,050 -> 2,750; Power System HP 2,000 ->1,800; Armor System HP 2,000 -> 1,800; Command System HP 2,000 -> 1,800; Other System HP 1,700 -> 1,550.
Silent Assassin - Armored Corvette: Weapon System HP 1,800 -> 1,600; Power System HP 2,400 ->2,150; Armor System HP 2,700 -> 2,450; Command System HP 1,800 -> 1,600; Other System HP 1,500 -> 1,350.
CV-II003 - Light Corvette: Weapon System HP 1,800 -> 1,600; Power System HP 1,500 ->1,350; Armor System HP 1,500 -> 1,350; Command System HP 1,800 -> 1,600; Other System HP 1,200 -> 1,100.
RedBeast 7-13 - Missile Corvette: Weapon System HP 1,700 -> 1,550; Power System HP 2,300 ->2,050; Armor System HP 2,000 -> 1,800; Command System HP 1,500 -> 1,350; Other System HP 1,200 -> 1,100.
Cellular Defender - Heavy Torpedo Corvette: Weapon System HP 3,900 -> 3,500; Power System HP 2,300 ->2,050; Armor System HP 3,000 -> 2,700; Command System HP 3,300 -> 2,950; Other System HP 2,300 -> 2,050.
Nebula Chaser - Heavy Corvette: Weapon System HP 3,600 -> 3,250; Power System HP 2,300 ->2,050; Armor System HP 2,300 -> 2,050; Command System HP 2,700 -> 2,450; Other System HP 1,800 -> 1,600.
Nebula Chaser - Pulsar Corvette: Weapon System HP 3,000 -> 2,700; Power System HP 1,800 ->1,600; Armor System HP 1,800 -> 1,600; Command System HP 1,800 -> 1,600; Other System HP 1,500 -> 1,350.
Void Elfin - Stealth Missile Corvette: Weapon System HP 3,000 -> 2,700; Power System HP 2,400 ->2,150; Armor System HP 1,800 -> 1,600; Command System HP 2,400 -> 2,150; Other System HP 1,800 -> 1,600.
CV-M011 - Heavy Missile Corvette: Weapon System HP 3,800 -> 3,400; Power System HP 2,700 ->2,450; Armor System HP 3,300 -> 2,950; Command System HP 2,300 -> 2,050; Other System HP 1,500 -> 1,350.
CV-M011 - Heavy Cannon Corvette: Weapon System HP 3,800 -> 3,400; Power System HP 3,000 ->2,700; Armor System HP 3,300 -> 2,950; Command System HP 1,800 -> 1,600; Other System HP 1,500 -> 1,350.
CV-T800 - Pulsar Corvette: Weapon System HP 2,700 -> 2,450; Power System HP 1,800 ->1,600; Armor System HP 2,300 -> 2,050; Command System HP 1,800 -> 1,600; Other System HP 1,800 -> 1,600.
S-Levy 9 - Heavy Torpedo Corvette: Weapon System HP 3,400 -> 3,050; Power System HP 2,800 ->2,500; Armor System HP 2,600 -> 2,350; Command System HP 3,100 -> 2,800; Other System HP 1,800 -> 1,600.

FG300 - Multi-Role Frigate: Weapon System HP 3,000 -> 2,700; Power System HP 2,800 ->2,500; Armor System HP 2,800 -> 2,500; Command System HP 2,400 -> 2,150; Other System HP 2,000 -> 1,800.
FG300 - Armored Frigate: Weapon System HP 4,000 -> 3,600; Power System HP 3,200 ->2,900; Armor System HP 4,800 -> 4,300; Command System HP 2,400 -> 2,150; Other System HP 2,400 -> 2,150.
FG300 - Recon Frigate: Weapon System HP 3,400 -> 3,050; Power System HP 4,800 ->4,300; Armor System HP 2,400 -> 2,150; Command System HP 2,400 -> 2,150; Other System HP 2,000 -> 1,800.
Mare Tranquillitatis - Missile Frigate: Weapon System HP 3,600 -> 3,250; Power System HP 3,200 ->2,900; Armor System HP 3,200 -> 2,900; Command System HP 2,800 -> 2,500; Other System HP 3,200 -> 2,900.
Mare Tranquillitatis - Pulse Cannon Frigate: Weapon System HP 4,000 -> 3,600; Power System HP 3,200 ->2,900; Armor System HP 3,200 -> 2,900; Command System HP 3,200 -> 2,900; Other System HP 3,200 -> 2,900.
Mare Tranquillitatis - Interceptor Frigate: Weapon System HP 3,800 -> 3,400; Power System HP 3,200 ->2,900; Armor System HP 3,200 -> 2,900; Command System HP 3,600 -> 3,250; Other System HP 3,200 -> 2,900.
Mare Nubium - Light Landing Ship: Weapon System HP 3,200 -> 2,900; Hangar System HP 3,600 -> 3,250; Power System HP 2,600 ->2,350; Armor System HP 2,400 -> 2,150; Command System HP 3,700 -> 3,350; Other System HP 2,400 -> 2,150.
Mare Nubium - Anti-Aircraft Frigate: Weapon System HP 3,200 -> 2,900; Hangar System HP 3,400 -> 3,050; Power System HP 2,600 ->2,350; Armor System HP 2,400 -> 2,150; Command System HP 3,600 -> 3,250; Other System HP 2,400 -> 2,150.
XenoStinger - Tactical Frigate: Weapon System HP 3,000 -> 2,700; Hangar System HP 3,600 -> 3,250; Power System HP 4,000 ->3,600; Armor System HP 4,400 -> 3,950; Command System HP 2,800 -> 2,500; Other System HP 2,400 -> 2,150.
XenoStinger - Defensive Frigate: Weapon System HP 3,000 -> 2,700; Hangar System HP 3,600 -> 3,250; Power System HP 4,000 ->3,600; Armor System HP 4,400 -> 3,950; Command System HP 2,800 -> 2,500; Other System HP 2,400 -> 2,150.
Ruby - Heavy Railgun Frigate: Weapon System HP 5,000 -> 4,500; Power System HP 6,300 ->5,650; Armor System HP 6,700 -> 6,050; Command System HP 4,000 -> 3,600; Other System HP 4,000 -> 3,600.
Ruby - Experimental Ion Cannon Frigate: Weapon System HP 4,400 -> 3,950; Power System HP 5,400 ->4,850; Armor System HP 5,800 -> 5,200; Command System HP 4,000 -> 3,600; Other System HP 4,000 -> 3,600.
Ruby - Heavy Defensive Frigate: Weapon System HP 5,600 -> 5,050; Power System HP 6,500 ->5,850; Armor System HP 6,900 -> 6,200; Command System HP 4,800 -> 4,300; Other System HP 4,000 -> 3,600.
NOMA M470 - Heavy Landing Ship: Weapon System HP 4,200 -> 3,800; Hangar System HP 5,000 -> 4,500; Power System HP 4,800 ->4,300; Armor System HP 5,600 -> 5,050; Command System HP 3,200 -> 2,900; Other System HP 3,200 -> 2,900.
NOMA M470 - Support Frigate: Weapon System HP 4,200 -> 3,800; Hangar System HP 5,000 -> 4,500; Power System HP 4,800 ->4,300; Armor System HP 5,600 -> 5,050; Command System HP 3,200 -> 2,900; Other System HP 3,200 -> 2,900.
NOMA M470 - Anti-Aircraft Frigate: Weapon System HP 4,200 -> 3,800; Hangar System HP 5,000 -> 4,500; Power System HP 4,800 ->4,300; Armor System HP 5,600 -> 5,050; Command System HP 3,200 -> 2,900; Other System HP 3,200 -> 2,900.
Carilion - Recon Frigate: Weapon System HP 3,000 -> 2,700; Power System HP 3,800 ->3,400; Armor System HP 2,800 -> 2,500; Command System HP 3,500 -> 3,150; Other System HP 2,800 -> 2,500.
Carilion - Heavy Cannon Frigate: Weapon System HP 3,000 -> 2,700; Power System HP 3,200 ->2,900; Armor System HP 2,800 -> 2,500; Command System HP 3,000 -> 2,700; Other System HP 2,800 -> 2,500.
Carilion - Special Frigate: Weapon System HP 3,000 -> 2,700; Power System HP 4,200 ->3,800; Armor System HP 2,800 -> 2,500; Command System HP 4,000 -> 3,600; Other System HP 2,800 -> 2,500.
Mare Serenitatis - Heavy Frigate: Weapon System HP 4,800 -> 4,300; Power System HP 4,600 ->4,150; Armor System HP 4,500 -> 4,050; Command System HP 5,500 -> 4,950; Other System HP 3,600 -> 3,250.
Mare Serenitatis - Missile Frigate: Weapon System HP 4,800 -> 4,300; Power System HP 4,600 ->4,150; Armor System HP 4,500 -> 4,050; Command System HP 5,500 -> 4,950; Other System HP 3,600 -> 3,250.
Mare Serenitatis - Anti-Aircraft Frigate: Weapon System HP 4,800 -> 4,300; Power System HP 4,600 ->4,150; Armor System HP 4,500 -> 4,050; Command System HP 5,500 -> 4,950; Other System HP 3,600 -> 3,250.
Reliat - Rapid Torpedo Frigate: Weapon System HP 4,000 -> 3,600; Power System HP 3,200 ->2,900; Armor System HP 3,000 -> 2,700; Command System HP 3,200 -> 2,900; Other System HP 2,800 -> 2,500.
Reliat - Tactical Torpedo Frigate: Weapon System HP 4,000 -> 3,600; Power System HP 3,200 ->2,900; Armor System HP 3,000 -> 2,700; Command System HP 3,200 -> 2,900; Other System HP 2,800 -> 2,500.
Reliat - Stealth Frigate: Weapon System HP 4,000 -> 3,600; Power System HP 3,800 ->3,400; Armor System HP 3,000 -> 2,700; Command System HP 3,200 -> 2,900; Other System HP 2,800 -> 2,500.
AC721 - Heavy Logistics Destroyer: Weapon System HP 8,000 -> 7,200; Power System HP 7,500 ->6,750; Armor System HP 7,000 -> 6,300; Command System HP 7,200 -> 6,500; Other System HP 6,600 -> 5,950.
AC721 - Heavy Missile Destroyer: Weapon System HP 8,000 -> 7,200; Power System HP 7,500 ->6,750; Armor System HP 7,000 -> 6,300; Command System HP 6,600 -> 5,950; Other System HP 6,600 -> 5,950.
AC721 - Heavy Ion Cannon Destroyer: Weapon System HP 8,800 -> 7,900; Power System HP 7,500 ->6,750; Armor System HP 7,000 -> 6,300; Command System HP 6,600 -> 5,950; Other System HP 6,600 -> 5,950.
AC721 - Heavy Dual-Purpose Assault Ship: Weapon System HP 7,200 -> 6,500; Hangar System HP 8,500 -> 7,650; Power System HP 7,500 ->6,750; Armor System HP 7,000 -> 6,300; Command System HP 7,200 -> 6,500; Other System HP 6,600 -> 5,950.
Eris I - Light Rapid-Fire Cannon Destroyer: Weapon System HP 6,500 -> 5,850; Power System HP 6,000 ->5,400; Armor System HP 5,500 -> 4,950; Command System HP 7,000 -> 6,300; Other System HP 6,000 -> 5,400.
Eris I - Heavy Cannon Destroyer: Weapon System HP 7,000 -> 6,300; Power System HP 6,600 ->5,950; Armor System HP 5,500 -> 4,950; Command System HP 7,500 -> 6,750; Other System HP 6,000 -> 5,400.
Eris I - Armored Destroyer: Weapon System HP 7,000 -> 6,300; Power System HP 6,500 ->5,850; Armor System HP 6,000 -> 5,400; Command System HP 7,500 -> 6,750; Other System HP 6,500 -> 5,850.
Ceres - Aircraft Destroyer: Weapon System HP 7,300 -> 6,550; Hangar System HP 10,000 -> 9,000; Power System HP 7,500 ->6,750; Armor System HP 7,500 -> 6,750; Command System HP 9,000 -> 8,100; Other System HP 7,000 -> 6,300.
Ceres - Support Destroyer: Weapon System HP 7,300 -> 6,550; Hangar System HP 10,000 -> 9,000; Power System HP 7,500 ->6,750; Armor System HP 7,500 -> 6,750; Command System HP 9,000 -> 8,100; Other System HP 7,000 -> 6,300.
Ceres - Tactical Destroyer: Weapon System HP 7,300 -> 6,550; Hangar System HP 10,000 -> 9,000; Power System HP 7,500 ->6,750; Armor System HP 7,500 -> 6,750; Command System HP 9,000 -> 8,100; Other System HP 7,000 -> 6,300.
Taurus - Pulse Cannon Destroyer: Weapon System HP 9,000 -> 8,100; Power System HP 10,000 ->9,000; Armor System HP 11,000 -> 9,900; Command System HP 8,500 -> 7,650; Other System HP 8,500 -> 7,650.
Taurus - Assault Destroyer: Weapon System HP 9,500 -> 8,550; Power System HP 10,000 ->9,000; Armor System HP 11,000 -> 9,900; Command System HP 8,500 -> 7,650; Other System HP 8,500 -> 7,650.
Taurus - Defensive Destroyer: Weapon System HP 9,500 -> 8,550; Power System HP 12,000 ->10,800; Armor System HP 13,000 -> 11,700; Command System HP 9,000 -> 8,100; Other System HP 9,000 -> 8,100.
Tundra - Tactical Destroyer: Weapon System HP 8,000 -> 7,200; Hangar System HP 9,000 -> 8,100; Power System HP 11,500 ->10,350; Armor System HP 12,000 -> 10,800; Command System HP 9,000 -> 8,100; Other System HP 8,000 -> 7,200.
Tundra - Aircraft Destroyer: Weapon System HP 8,000 -> 7,200; Hangar System HP 9,000 -> 8,100; Power System HP 11,500 ->10,350; Armor System HP 12,000 -> 10,800; Command System HP 9,000 -> 8,100; Other System HP 8,000 -> 7,200.
Winged Hussar - Light Missile Destroyer: Weapon System HP 8,000 -> 7,200; Power System HP 6,800 ->6,100; Armor System HP 6,500 -> 5,850; Command System HP 7,000 -> 6,300; Other System HP 6,000 -> 5,400.
Winged Hussar - Integrated Missile Destroyer: Weapon System HP 8,000 -> 7,200; Power System HP 6,800 ->6,100; Armor System HP 6,500 -> 5,850; Command System HP 7,000 -> 6,300; Other System HP 6,000 -> 5,400.
Winged Hussar - Area-Denial Anti-Aircraft Destroyer: Weapon System HP 8,000 -> 7,200; Power System HP 6,800 ->6,100; Armor System HP 6,500 -> 5,850; Command System HP 7,000 -> 6,300; Other System HP 6,000 -> 5,400.
Guardian - Support Destroyer: Weapon System HP 7,400 -> 6,650; Hangar System HP 8,000 -> 7,200; Power System HP 7,000 ->6,300; Armor System HP 6,800 -> 6,100; Command System HP 7,000 -> 6,300; Other System HP 6,500 -> 5,850.
Guardian - Dual-Purpose Assault Ship: Weapon System HP 7,400 -> 6,650; Hangar System HP 8,000 -> 7,200; Power System HP 7,000 ->6,300; Armor System HP 6,800 -> 6,100; Command System HP 7,000 -> 6,300; Other System HP 6,500 -> 5,850.
Guardian - Experimental Pulse Assault Ship: Weapon System HP 8,100 -> 7,300; Power System HP 6,500 ->5,850; Armor System HP 6,800 -> 6,100; Command System HP 7,000 -> 6,300; Other System HP 6,500 -> 5,850.

 


Quaoar - Railgun Destroyer: Weapon System HP 7,600 -> 6,850; Power System HP 7,400 ->6,650; Armor System HP 7,100 -> 6,400; Command System HP 8,200 -> 7,400; Other System HP 6,800 -> 6,100.
Quaoar - Torpedo Destroyer: Weapon System HP 7,600 -> 6,850; Power System HP 7,400 ->6,650; Armor System HP 7,100 -> 6,400; Command System HP 8,200 -> 7,400; Other System HP 6,800 -> 6,100.
Aldabra - Heavy Cannon Destroyer: Weapon System HP 9,000 -> 8,100; Power System HP 10,000 ->9,000; Armor System HP 11,000 -> 9,900; Command System HP 9,000 -> 8,100; Other System HP 8,500 -> 7,650.
Aldabra - Heavy Assault Destroyer: Weapon System HP 9,000 -> 8,100; Power System HP 11,500 ->10,350; Armor System HP 13,000 -> 11,700; Command System HP 9,000 -> 8,100; Other System HP 9,000 -> 8,100.

 

KCCPV2.0 - Light Attack Cruiser: Weapon System HP 11,000 -> 9,900; Power System HP 9,000 ->8,100; Armor System HP 9,500 -> 8,550; Command System HP 9,200 -> 8,300; Other System HP 9,000 -> 8,100.
KCCPV2.0 - Light Pulse Attack Cruiser: Weapon System HP 12,000 -> 10,800; Power System HP 9,000 ->8,100; Armor System HP 9,500 -> 8,550; Command System HP 9,200 -> 8,300; Other System HP 9,000 -> 8,100.
KCCPV2.0 - Light Railgun Cruiser: Weapon System HP 12,000 -> 10,800; Power System HP 9,000 ->8,100; Armor System HP 9,500 -> 8,550; Command System HP 9,200 -> 8,300; Other System HP 9,000 -> 8,100.
KCCPV2.0 - Light Aircraft Cruiser: Weapon System HP 10,000 -> 9,000; Hangar System HP 11,500 -> 10,350; Power System HP 9,000 ->8,100; Armor System HP 9,500 -> 8,550; Command System HP 9,200 -> 8,300; Other System HP 9,000 -> 8,100.
CAS066 - Generic Cruiser: Weapon System HP 15,000 -> 13,500; Power System HP 12,000 ->10,800; Armor System HP 12,800 -> 11,500; Command System HP 9,500 -> 8,550; Other System HP 9,500 -> 8,550.
CAS066 - Artillery Cruiser: Weapon System HP 15,000 -> 13,500; Power System HP 12,000 ->10,800; Armor System HP 11,500 -> 10,350; Command System HP 9,500 -> 8,550; Other System HP 9,500 -> 8,550.
CAS066 - Aircraft Cruiser: Weapon System HP 13,600 -> 12,250; Hangar System HP 14,500 -> 13,050; Power System HP 12,000 ->10,800; Armor System HP 11,500 -> 10,350; Command System HP 9,500 -> 8,550; Other System HP 9,500 -> 8,550.
Io - Assault Ion Cannon Cruiser: Weapon System HP 13,000 -> 11,700; Power System HP 12,000 ->10,800; Armor System HP 11,500 -> 10,350; Command System HP 13,000 -> 11,700; Other System HP 10,500 -> 9,450.
Io - High-Speed Ion Cannon Cruiser: Weapon System HP 13,000 -> 11,700; Power System HP 12,000 ->10,800; Armor System HP 11,500 -> 10,350; Command System HP 13,000 -> 11,700; Other System HP 10,500 -> 9,450.
Io - Assault Ion Cannon Cruiser: Weapon System HP 13,000 -> 11,700; Power System HP 12,000 ->10,800; Armor System HP 11,500 -> 10,350; Command System HP 13,000 -> 11,700; Other System HP 10,500 -> 9,450.
Callisto - Cluster Torpedo Raid Ship: Weapon System HP 15,000 -> 13,500; Power System HP 14,000 ->12,600; Armor System HP 14,000 -> 12,600; Command System HP 16,500 -> 14,850; Other System HP 13,000 -> 11,700.
Callisto - Heavy Torpedo Raid Ship: Weapon System HP 15,500 -> 13,950; Power System HP 14,000 ->12,600; Armor System HP 14,000 -> 12,600; Command System HP 16,500 -> 14,850; Other System HP 13,000 -> 11,700.
Callisto - Heavy UAV Cruiser: Weapon System HP 16,000 -> 14,400; Hangar System HP 17,500 -> 15,750; Power System HP 14,000 ->12,600; Armor System HP 14,000 -> 12,600; Command System HP 16,500 -> 14,850; Other System HP 13,000 -> 11,700.
Light Cone - Multi-Role Missile Cruiser: Weapon System HP 15,000 -> 13,500; Hangar System HP 18,000 -> 16,200; Power System HP 16,000 ->14,400; Armor System HP 17,000 -> 15,300; Command System HP 14,000 -> 12,600; Other System HP 13,000 -> 11,700.
Light Cone - Area-Denial Anti-Aircraft Cruiser: Weapon System HP 15,000 -> 13,500; Hangar System HP 18,000 -> 16,200; Power System HP 16,000 ->14,400; Armor System HP 17,000 -> 15,300; Command System HP 14,000 -> 12,600; Other System HP 13,000 -> 11,700.
Light Cone - Offensive Missile Cruiser: Weapon System HP 15,000 -> 13,500; Hangar System HP 18,000 -> 16,200; Power System HP 16,000 ->14,400; Armor System HP 17,000 -> 15,300; Command System HP 14,000 -> 12,600; Other System HP 13,000 -> 11,700.
Chimera - Heavy Cruiser: Weapon System HP 16,000 -> 14,400; Power System HP 19,000 ->17,100; Armor System HP 20,000 -> 18,000; Command System HP 16,000 -> 14,400; Other System HP 16,000 -> 14,400.
Chimera - Cannon Cruiser: Weapon System HP 16,000 -> 14,400; Power System HP 19,000 ->17,100; Armor System HP 20,000 -> 18,000; Command System HP 16,000 -> 14,400; Other System HP 16,000 -> 14,400.
Chimera - Defensive Cruiser: Weapon System HP 18,000 -> 16,200; Power System HP 22,000 ->19,800; Armor System HP 25,000 -> 22,500; Command System HP 18,000 -> 16,200; Other System HP 18,000 -> 16,200.
Predator - Aircraft Cruiser: Weapon System HP 13,500 -> 12,150; Hangar System HP 15,000 -> 13,500; Power System HP 12,000 ->10,800; Armor System HP 12,000 -> 10,800; Command System HP 12,000 -> 10,800; Other System HP 11,000 -> 9,900.
Predator - Tactical Aircraft Cruiser: Weapon System HP 13,500 -> 12,150; Hangar System HP 15,000 -> 13,500; Power System HP 12,000 ->10,800; Armor System HP 12,000 -> 10,800; Command System HP 12,000 -> 10,800; Other System HP 11,000 -> 9,900.
Predator - Anti-Aircraft Cruiser: Weapon System HP 13,500 -> 12,150; Hangar System HP 15,000 -> 13,500; Power System HP 12,000 ->10,800; Armor System HP 12,000 -> 10,800; Command System HP 12,000 -> 10,800; Other System HP 11,000 -> 9,900.
Star Sweeper - Ion Cannon Cruiser: Weapon System HP 12,000 -> 10,800; Power System HP 10,000 ->9,000; Armor System HP 10,000 -> 9,000; Command System HP 10,000 -> 9,000; Other System HP 8,800 -> 7,900.

 

Jaeger - Heavy Aircraft Cruiser: Weapon System HP 14,000 -> 12,600; Hangar System HP 15,000 -> 13,500; Power System HP 14,000 ->12,600; Armor System HP 12,000 -> 10,800; Command System HP 13,000 -> 11,700; Other System HP 12,000 -> 10,800.
Jaeger - Heavy Cannon Cruiser: Weapon System HP 16,000 -> 14,400; Power System HP 14,000 ->12,600; Armor System HP 12,000 -> 10,800; Command System HP 13,000 -> 11,700; Other System HP 12,000 -> 10,800.
Conamara Chaos - Railgun Cruiser: Weapon System HP 15,000 -> 13,500; Power System HP 15,000 ->13,500; Armor System HP 11,500 -> 10,350; Command System HP 16,000 -> 14,400; Other System HP 11,000 -> 9,900.
Conamara Chaos - High-Speed Plasma Cruiser: Weapon System HP 15,000 -> 13,500; Power System HP 15,000 ->13,500; Armor System HP 11,500 -> 10,350; Command System HP 16,000 -> 14,400; Other System HP 11,000 -> 9,900.

Eternal Storm - Attack Battlecruiser: Weapon System HP 20,000 -> 18,000; Hangar System HP 22,500 -> 20,250; Power System HP 18,000 ->16,200; Armor System HP 18,000 -> 16,200; Command System HP 22,500 -> 20,250; Other System HP 16,000 -> 14,400.
ST59 - Defensive Battlecruiser: Weapon System HP 17,500 -> 15,750; Hangar System HP 17,000 -> 15,300; Power System HP 17,500 ->15,750; Armor System HP 17,500 -> 15,750; Command System HP 17,000 -> 15,300; Other System HP 15,000 -> 13,500.
Constantine the Great - Multi-Role Battlecruiser: Weapon System HP 22,000 -> 19,800; Hangar System HP 20,000 -> 18,000; Power System HP 20,000 ->18,000; Armor System HP 20,000 -> 18,000; Command System HP 20,000 -> 18,000; Other System HP 17,500 -> 15,750.
Spear of Uranus - Heavy Battlecruiser: Weapon System HP 22,000 -> 19,800; Hangar System HP 22,000 -> 19,800; Power System HP 28,000 ->25,200; Armor System HP 30,000 -> 27,000; Command System HP 22,000 -> 19,800; Other System HP 20,000 -> 18,000.
Thunderbolt Star - Multi-role Arsenal Ship: Weapon System HP 26,000 -> 23,400; Hangar System HP 17,000 -> 15,300; Power System HP 20,000 ->18,000; Armor System HP 17,000 -> 15,300; Command System HP 20,000 -> 18,000; Other System HP 16,000 -> 14,400.


Solar Whale - Armed Tactical Carrier: Weapon System HP 30,000 -> 27,000; Hangar System HP 27,500 -> 24,750; Power System HP 30,000 ->27,000; Armor System HP 30,000 -> 27,000; Command System HP 30,000 -> 27,000; Other System HP 28,000 -> 25,200.
CV3000 - High-Speed Carrier: Weapon System HP 28,000 -> 25,200; Hangar System HP 26,500 -> 23,850; Power System HP 28,000 ->25,200; Armor System HP 25,000 -> 22,500; Command System HP 28,000 -> 25,200; Other System HP 27,000 -> 24,300.
Marshal Crux - Carrier: Weapon System HP 32,000 -> 28,800; Hangar System HP 28,000 -> 25,200; Power System HP 28,500 ->25,650; Armor System HP 28,000 -> 25,200; Command System HP 30,000 -> 27,000; Other System HP 30,000 -> 27,000.
FSV830 - Fast Tactical Auxiliary Ship: Weapon System HP 21,000 -> 18,900; Hangar System HP 21,500 -> 19,350; Power System HP 22,000 ->19,800; Armor System HP 20,000 -> 18,000; Command System HP 22,000 -> 19,800; Other System HP 22,000 -> 19,800.
Ediacaran - Heavy Firepower Auxiliary Ship: Weapon System HP 21,000 -> 18,900; Hangar System HP 21,500 -> 19,350; Power System HP 22,000 ->19,800; Armor System HP 20,000 -> 18,000; Command System HP 22,000 -> 19,800; Other System HP 22,000 -> 19,800.

 


3. When a ship is being repaired during the battle, its armor (Armor value) can increase the HP Recovery. The higher the armor, the higher the amount of HP recovered.
Each Armor point provides 0.05% HP Recovery to Frigate.
Each Armor point provides 0.1% HP Recovery to Destroyer.
Each Armor point provides 0.2% HP Recovery to Cruiser.
Each Armor point provides 0.25% HP Recovery to Battlecruiser.
Each Armor point provides 0.25% HP Recovery to Carrier.
Each Armor point provides 0.25% HP Recovery to Auxiliary Ship.
When FG300 - Armored Frigate is fitted with AS-35 Reinforced Light Armor, each Armor point provides 0.1% HP Recovery.
When Eris I - Armored Destroyer, Winged Hussar - Area-Denial Anti-Aircraft Destroyer, Boreas - Missile Destroyer, and Boreas - Defense Destroyer are fitted with AS-72 Reinforced Armor, each Armor point provides 0.2% HP Recovery.
When Chimera - Heavy Cruiser, Chimera - Cannon Cruiser, and Chimera - Defensive Cruiser are fitted with AS-110 Reinforced Heavy Armor, each Armor point provides 0.25% HP Recovery.


4. Ship HP Adjustment

*Ship Basic HP Adjustment
SC002 - Quantum Scout HP: 2,700 -> 2,850.
Sandrake - Atmospheric Interceptor HP: 3,900 -> 4,200.
Bullfrog - Dual-Purpose Bomber HP: 4,240 -> 4,740.
Strix A100 - Joint Attacker HP: 4,500 -> 4,920.
Hayreddin's Loyal - Pulsar Fighter HP: 5,940 -> 6,480.
Balancer Anderson SC020 - Scout HP: 3,250 -> 3,450.
Vitas A021 - Heavy Attacker HP: 4,920 -> 5,370.
Vitas-B010 - Bomber HP: 5,340 -> 5,860.
B192 Newland - Heavy Attacker HP: 4,290 -> 4,680.
Spore A404 - Light Fighter HP: 3,250 -> 3,550.
Stingray - Torpedo Bomber HP: 4,780 -> 5,200.
Janbiya Aer410 - Assault Attacker HP: 3,750 -> 4,050.
Mistral - Combat Attacker HP: 5,000 -> 5,400.
Silent Assassin - Armored Corvette HP: 4,900 -> 5,350.
CV-II003 - Light Corvette HP: 4,500 -> 4,900.
RedBeast 7-13 - Missile Corvette HP: 4,750 -> 5,200.
Cellular Defender - Heavy Torpedo Corvette HP: 6,100 -> 6,650.
Nebula Chaser - Heavy Corvette HP: 5,650 -> 6,300.
Nebula Chaser - Pulsar Corvette HP: 4,950 -> 5,400.
Void Elfin - Stealth Missile Corvette HP: 4,750 -> 5,200.
CV-M011 - Heavy Missile Corvette HP: 6,900 -> 7,500.
CV-M011 - Heavy Cannon Corvette HP: 6,950 -> 7,500.
Wildfire - Torpedo Corvette HP: 4,500 -> 4,900.
CV-T800 - Pulsar Corvette HP: 6,900 -> 7,500.
S-Levy 9 - Heavy Torpedo Corvette HP: 5,400 -> 6,000.
FG300 - Multi-Role Frigate HP: 9,650 -> 10,530.
FG300 - Armored Frigate HP: 11,150 -> 12,540.
FG300 - Recon Frigate HP: 11,150 -> 12,540.
Mare Tranquillitatis - Missile Frigate HP: 11,310 -> 12,360.
Mare Tranquillitatis - Pulse Cannon Frigate HP: 11,310 -> 12,360.
Mare Tranquillitatis - Interceptor Frigate HP: 11,310 -> 12,360.
Mare Nubium - Light Landing Ship HP: 8,270 -> 9,030.
Mare Nubium - Anti-Aircraft Frigate HP: 8,270 -> 9,030.
XenoStinger - Tactical Frigate HP: 9,650 -> 10,530.
XenoStinger - Defensive Frigate HP: 9,650 -> 10,530.
Ruby - Heavy Railgun Frigate HP: 15,120 -> 16,520.
Ruby - Experimental Ion Cannon Frigate HP: 13,710 -> 14,970.
Ruby - Heavy Defensive Frigate HP: 15,620 -> 17,550.
NOMA M470 - Heavy Landing Ship HP: 12,810 -> 14,000.
NOMA M470 - Support Frigate HP: 12,810 -> 14,000.
NOMA M470 - Anti-Aircraft Frigate HP: 12,810 -> 14,000.
Carilion - Recon Frigate HP: 7,640 -> 8,340.
Carilion - Heavy Cannon Frigate HP: 9,000 -> 9,840.
Carilion - Special Frigate HP: 8,940 -> 9,770.
Mare Serenitatis - Heavy Frigate HP: 13,710 -> 14,970.
Mare Serenitatis - Missile Frigate HP: 13,710 -> 14,970.
Mare Serenitatis - Anti-Aircraft Frigate HP: 13,710 -> 14,970.
Reliat - Rapid Torpedo Frigate HP: 9,650 -> 10,530.
Reliat - Tactical Torpedo Frigate HP: 9,650 -> 10,530.
Reliat - Stealth Frigate HP: 9,650 -> 10,530.
AC721 - Heavy Logistics Destroyer HP: 31,240 -> 34,140.
AC721 - Heavy Missile Destroyer HP: 31,240 -> 34,140.
AC721 - Heavy Ion Cannon Destroyer HP: 31,240 -> 34,140.
AC721 - Heavy Dual-Purpose Assault Ship HP: 28,130 -> 30,730.
Eris I - Light Rapid-Fire Cannon Destroyer Ship HP: 27,960 -> 30,540.
Eris I - Heavy Cannon Destroyer HP: 27,960 -> 30,540.
Eris I - Armored Destroyer HP: 31,240 -> 35,140.
Ceres - Aircraft Destroyer HP: 29,570 -> 32,310.
Ceres - Support Destroyer HP: 29,570 -> 32,310.
Ceres - Tactical Destroyer HP: 29,570 -> 32,310.
Taurus - Pulse Cannon Destroyer HP: 32,980 -> 36,040.
Taurus - Assault Destroyer HP: 36,640 -> 40,030.
Taurus - Defensive Destroyer HP: 36,640 -> 40,030.
Tundra - Tactical Destroyer HP: 36,640 -> 41,190.
Tundra - Aircraft Destroyer HP: 36,640 -> 40,030.
Winged Hussar - Light Missile Destroyer HP: 20,780 -> 22,710.
Winged Hussar - Integrated Missile Destroyer HP: 20,780 -> 22,710.
Winged Hussar - Area-Denial Anti-Aircraft Destroyer HP: 20,780 -> 22,710.
Guardian - Support Destroyer HP: 23,490 -> 25,650.
Guardian - Dual-Purpose Assault Ship HP: 23,490 -> 25,650.
Guardian - Experimental Pulse Assault Ship HP: 23,490 -> 25,650.
Quaoar - Railgun Destroyer HP: 27,960 -> 30,540.
Quaoar - Torpedo Destroyer HP: 27,960 -> 30,540.
Aldabra - Heavy Cannon Destroyer HP: 32,980 -> 37,090.
Aldabra - Heavy Assault Destroyer HP: 32,980 -> 37,090.
KCCPV2.0 - Light Attack Cruiser HP: 46,260 -> 52,040.
KCCPV2.0 - Light Pulse Attack Cruiser HP: 46,260 -> 52,040.
KCCPV2.0 - Light Railgun Cruiser HP: 46,260 -> 52,040.
KCCPV2.0 - Light Aircraft Cruiser HP: 46,260 -> 52,040.
CAS066 - Generic Cruiser HP: 61,850 -> 71,600.
CAS066 - Artillery Cruiser HP: 56,320 -> 63,340.
CAS066 - Aircraft Cruiser HP: 59,040 -> 66,400.
Io - Assault Ion Cannon Cruiser HP: 53,690 -> 62,120.
Io - High-Speed Ion Cannon Cruiser HP: 53,690 -> 62,120.
Io - Assault Ion Cannon Cruiser HP: 53,690 -> 62,120.
Callisto - Cluster Torpedo Raid Ship HP: 70,810 -> 79,630.
Callisto - Heavy Torpedo Raid Ship HP: 70,810 -> 79,630.
Callisto - Heavy UAV Cruiser HP: 70,810 -> 79,630.
Light Cone - Multi-Role Missile Cruiser HP: 61,850 -> 69,570.
Light Cone - Area-Denial Anti-Aircraft Cruiser HP: 61,850 -> 69,570.
Light Cone - Offensive Missile Cruiser HP: 61,850 -> 69,570.
Chimera - Heavy Cruiser HP: 77,240 -> 89,390.
Chimera - Cannon Cruiser HP: 77,240 -> 89,390.
Chimera - Defensive Cruiser HP: 84,040 -> 97,270.
Predator - Aircraft Cruiser HP: 67,730 -> 76,190.
Predator - Tactical Aircraft Cruiser HP: 67,730 -> 76,190.
Predator - Anti-Aircraft Cruiser HP: 67,730 -> 76,190.
Jaeger - Heavy Aircraft Cruiser HP: 67,730 -> 76,190.
Jaeger - Heavy Cannon Cruiser HP: 67,730 -> 76,190.
Conamara Chaos - Railgun Cruiser HP: 61,850 -> 71,600.
Conamara Chaos - High-Speed Plasma Cruiser HP: 61,850 -> 71,600.
Eternal Storm - Attack Battlecruiser HP: 130,460 -> 146,740.
ST59 - Defensive Battlecruiser HP: 121,350 -> 136,510.
Constantine the Great - Multi-Role Battlecruiser HP: 125,840 -> 141,550.
Spear of Uranus - Heavy Battlecruiser HP: 160,450 -> 180,470.
Thunderbolt Star - Multi-role Arsenal Ship HP: 130,460 -> 146,740.
Indefatigable - Missile Battlecruiser HP: 121,350 -> 136,510.
FSV830 - Fast Tactical Auxiliary Ship HP: 160,450 -> 180,470.
Ediacaran - Heavy Firepower Auxiliary Ship HP: 220,070 -> 240,460.
Solar Whale - Armed Tactical Carrier HP: 292,890 -> 329,430.
CV3000 - High-Speed Carrier HP: 254,740 -> 278,340.
Marshal Crux - Carrier HP: 254,740 -> 278,340.
X8 - Small Utility Ship HP: 4,100 -> 4,590.
X10 - Medium Utility Ship HP: 11,150 -> 12,180.
X20 - Large Utility Ship HP: 27,810 -> 32,190.
D20 - Data Utility Ship HP: 27,810 -> 32,190.

*Relevant HP Enhancement Option Adjustment
For Aircraft, Frigate, Destroyer, and Cruiser, the system enhancement options of their Armor System and Additional Armor System, which includes "Kernel Structure Enhancement," "Welding Tech Enhancement," "Additional Armor Enhancement," and "Aircraft Armor Enhancement," their maximum enhancement level have all been increased to 6. HP is increased by 12% at the max level.
For Battlecruiser, Carrier, and Ediacaran - Heavy Firepower Auxiliary Ship, the system enhancement options of their Armor System and Additional Armor System, which include "Kernel Structure Enhancement," "Welding Tech Enhancement," "Additional Armor Enhancement," and "Aircraft Armor Enhancement," have now been changed to "Kernel Structure Enhancement II," "Welding Tech Enhancement II," and "Additional Armor Enhancement II." Their maximum enhancement level has all been increased to 7. HP is increased by 14% at the max level.
For FSV830 - Fast Tactical Auxiliary Ship, its Armor System, which includes "Kernel Structure Enhancement" and "Welding Tech Enhancement," their names have now been replaced by "Kernel Structure Enhancement II" and "Welding Tech Enhancement II," and their maximum enhancement level have all been increased to 6. HP is increased by 14% at the max level.


5. New Variant Model Blueprints
Added the blueprints of CV-M011 - High-Speed Missile Corvette and CAS066 - Auxiliary Cruiser; both of them are added to the Research Agreement.
The Dawn Featured Tech Files become available for purchase in the Trade Center on 4/6 at 7:00 (UTC)–4/13 at 7:00 (UTC). Explorers can purchase it up to 5 times during the period.


6. Ship Blueprint Firepower Stats Display Optimization
The Anti-Ship Firepower will now display the firepower value when striking a target fitted with a standard armor (Armor: 10).
The Air Defense will now display the firepower value with the calculated Standard Anti-Aircraft Hit Rate (shipborne weapon: 15%, airborne weapon: 60%).

7. Optimized the model and quantity display in some ship system modules

Callisto - Heavy UAV Cruiser: The number of installed modules in "CAT-3 Anti-Aircraft UAV Pod" of the "Anti-Aircraft UAV System" has been changed from 1 to 2. This will not affect the actual combat.
Predator - Aircraft Cruiser: The number of installed modules in "CITA-4 Field Info UAV Pod" of the "Information Command System" has been changed from 2 to 3. This will not affect the actual combat.
Eternal Storm - Attack Battlecruiser: The number of installed modules in "NT-1 Anti-Aircraft UAV Rack" of the "NT UAV Anti-Aircraft System" has been changed from 2 to 3. This will not affect the actual combat.
Constantine the Great - Multi-Role Battlecruiser: The number of installed modules in "CIT-1 Fire-Control Spotter UAV Hangar" of the "Recon UAV System" has been changed from 1 to 3. This will not affect the actual combat.
Spear of Uranus - Heavy Battlecruiser: The number of installed modules in "CRT-3 Engineering UAV Maintenance Pod" of the "Integrated Damage Control System" has been changed from 1 to 2. This will not affect the actual combat.
Solar Whale - Armed Tactical Carrier: The number of installed modules in "CST-6 Siege UAV Pod" of the "Siege UAV System" has been changed from 1 to 4. This will not affect the actual combat.

8. Added the feature to automatically switch fleet affiliation while canceling an operation or constructing an operation when the fleet is located where an allied operation overlaps the construction operation, preventing the fleet from retreating when the operation is being canceled.

 

Bug Fixes
1. Fixed the problem of the system enhancement option "Rapid-Fire," where its CD reduction is ineffective in Spear of Uranus - Heavy Battlecruiser, Ruby - Experimental Ion Cannon Frigate, and ST59 - Defensive Battlecruiser.
2. Fixed some of the blueprint rating display problems. Nebula Chaser - Pulsar Corvette's rating for the support capability has been changed from B to --, and Callisto - Heavy UAV Cruiser's rating for the support capability has been changed from -- to B. The actual effect remains unchanged.

 


After the current update, we will issue 5 Tech Point Restoration Technology to all Explorers.
Besides this, the scheduled maintenance on April 5 will now be postponed to April 6. We are grateful for the love and support everyone has given us in Infinite Lagrange.