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2019 August 8 patch notes

These are the *Rebel Galaxy* patch notes for 2019 August 8.

## Pre-release version 0.83

* Fixed some pool cue attachment issues on billiards NPC on Rasmussen…what a strange place that is!
* Separate Dialogue Volume control – NOTE! Changed the way the master sound grouping volume worked to properly support this – you may want to re-adjust all volumes.
* Jump fuel is only consumed AFTER a jump, not BEFORE the pre-jump save – so repeated reloads to a save before a jumpgate won’t deplete your fuel.
* Starvenger cabinet mission for Vista won’t erroneously warn that you have insufficient credits after purchase if your credits dip below the needed value
* Background ships on stations are now static and use separate materials so your paint jobs won’t show on them. No more random NPC jerk stealing your awesome paint job!
* Slight reduction in max random damage on risky jumps. It’s risky but it’s not that risky.
* Tweaked a jumpgate animation.
* Some new stencil artwork. Play with the paint tool to discover them all!
* Fixed weird corner-case meeting mission waypoint placement issue
* Some texture updates on Sandhawk and Sonora ships.
* Juno moved back a bit in the large garage scene so gestures can’t pass through the terminal. That was kinda creepy, right? Right.
* Abandon Mission button in PDA log is red and further away from Make Primary button.

## Pre-release version 0.82

* We made patch 0.81 internal only so Richter couldn’t steal it. Take that, ya jerk.
* You can now turn Radio on in the ship painting tool (Under the Options drop-down). There are also hotkeys to toggle it and tune it on F6, F7, and F8
* Unmapping critical controls will show a big red ‘CRITICAL CONTROLS ARE UNMAPPED’ message on key/buttonmapping menus
* ”Conflict:cleared control” will properly hide upon reentry into keymap menu
* Cutting your throttle with a secondary control while drifting with dampers off will no longer reduce your speed, because that didn’t make a lot of sense?
* Ansel’s active range on Retribution story mission is larger and a match for Marla’s to make sure the mission conversations can happen at bigger range. Cuz they really wanna chat.
* Fixed an issue to do with failing and re-getting the Retribution mission that is too complicated to explain, and didn’t break the game, but boy was it weird and unique.
* Unmapping Cancel controls won’t render the Keyboard/Mouse onscreen ‘back’ arrows unusable in mouse mode
* Can press ESC to leave the on-station mission computer menu
* Some minor character weighting tweaks on Orzu
* Fixed some weirdnesses with button selection on the on-station mission log at the mission board
* Context holds won’t count as a throttle-up on release
* Damper cuts won’t count as a throttle-down on release
August 22nd (version 1.12)

INTERFACE

* You can now view price histories and services for any station from the Sector Map - on-station, in PDA, and in-flight. Should be very useful for trade!

BALANCE

* Blood Eagle can now use Mk4 Power Plant and Mk3 Shields
* Sequoia can now use Mk3 Shields
* Mission relative difficulty calculations have been reworked - missions should no longer show as Low or Mild Risk as early based on your equipment.
* Several early story mission risk approximations were altered to better reflect their difficulty

BUGS

* Further protections against ever spawning inside a ship
* Fixed a corner case where sometimes autopilot could bring you out into atmospheric burn due to rearrangement to avoid other objects
* In Sim & Old-School modes, mining lasers should not have full aim assist

MISC

* Updated various translations. Thanks to the German and Russian players who have brought these to our attention. If you spot others, please pop by the Discord with a screenshot and an explanation so we can explore further.

{{Patch note nav|2019]]
Manufacturers

## Gearjammer Systems

### Ships

* Radovich
* Manticore
* Deep Horizon
* Icarus

## Korkus Galactic

### Ships

* Turath
* Dravius
* Minotaur
* Scarab

### Weapons

* Mk1 Korian Viridian Laser
* Mk2 Korian Viridian Laser
* Mk3 Korian Viridian Laser
* Mk4 Korian Viridian Laser
* Mk5 Korian Viridian Laser
* Mk6 Korian Viridian Laser

## Tyrex Industries

### Ships

* Sturville
* Polaris

### Weapons

* Mk1 Tachyon Cannon
* Mk6 Tachyon Cannon
* MK1 Mining Laser
* MK2 Mining Laser
* MK3 Mining Laser
* MK4 Mining Laser
* MK5 Mining Laser
* MK6 Mining Laser
* Mk1 HS Missile Launcher
* Mk2 HS Missile Launcher
* Mk3 HS Missile Launcher
* Mk4 HS Missile Launcher
* Mk5 HS Missile Launcher
* Mk6 HS Missile Launcher

## Serpentine-Blaylock

### Ships

* Barracuda
* Blackgate

## Bulk Aggregates Corp

### Ships

* McKinley
* Vanguard

### Weapons

* Mk1 Proton Cannon
* Mk2 Proton Cannon
* Mk3 Proton Cannon
* Mk4 Proton Cannon
* Mk5 Proton Cannon
* Mk6 Proton Cannon
* Mk2 Tachyon Cannon
* Mk3 Tachyon Cannon
* Mk4 Tachyon Cannon
* Mk5 Tachyon Cannon

## Durham Aerospace

### Ships

* Mastadon
* Tennhausen

### Weapons

* Mk1 Pulse Turret
* Mk2 Pulse Turret
* Mk3 Pulse Turret
* Mk4 Pulse Turret
* Mk5 Pulse Turret
* Mk6 Pulse Turret

## No Quarter Logistics

### Ships

* Hellion
* Damocles

### Weapons

* Mk1 Ion Turret
* Mk2 Ion Turret
* Mk3 Ion Turret
* Mk4 Ion Turret
* Mk5 Ion Turret
* Mk6 Ion Turret

## Blackstar Crucible

### Ships

* Arcturus
* Sorcerer

### Weapons

* Mk1 Antimatter Probe
* Mk2 Antimatter Probe
* Mk3 Antimatter Probe
* Mk4 Antimatter Probe
* Mk5 Antimatter Probe
* Mk6 Antimatter Probe

## Wulfram Ordnance

### Weapons

* Mk1 Swarm Turret
* Mk2 Swarm Turret
* Mk3 Swarm Turret
* Mk4 Swarm Turret
* Mk5 Swarm Turret
* Mk6 Swarm Turret
* Mk1 Shieldbuster Turret
* Mk2 Shieldbuster Turret
* Mk3 Shieldbuster Turret
* Mk4 Shieldbuster Turret
* Mk5 Shieldbuster Turret
* Mk6 Shieldbuster Turret
* Mk1 Leech Rocket Turret
* Mk2 Leech Rocket Turret
* Mk3 Leech Rocket Turret
* Mk4 Leech Rocket Turret
* Mk5 Leech Rocket Turret
* Mk6 Leech Rocket Turret
* Mk3 Murath Badger Turret
* Mk4 Murath Badger Turret
* Mk5 Murath Badger Turret
* Mk6 Murath Badger Turret
* Mk1 Dumbfire Launcher
* Mk2 Dumbfire Launcher
* Mk3 Dumbfire Launcher
* Mk4 Dumbfire Launcher
* Mk5 Dumbfire Launcher
* Mk6 Dumbfire Launcher
Heavy Frigate

Ships in the Heavy Frigate class.

A **Frigate** is an intermediate class of ships between the Corvette and the Destroyer. In Rebel Galaxy, they exist in three sub-categories, the Light Frigate, Frigate and the **Heavy Frigate**.

## Etymology

The term *Frigate* originates from the Dutch word *fregat*.

## List of Ships

* Dravius
* Vanguard
Archon

The **Archon** is a heavy fighter flown by the Steel Rats.

## Details

These ships can be found alongside a pack of Scrims, raiding friendly commonwealth vessels and conducting other nefarious activities. The Archon is heavily armed with a total of six gun hardpoints and a turret mount. These ships are also very well-protected. Fortunately, the Archon is slow and easily outmaneuvered.

### Loadout

* 4 Utility Lasers
* 2 Mass Drivers
* Torpedo Launcher
* Seeker Missile
* Tracer Turret (Note: some Archons may or may not spawn with an underslung Tracer Turret)
Iola Refinery

**Iola Refinery** is an Independent station in the Kansas system.

Iola Refinery has an Equipment Bay, Commodities Exchange, Bar, and Mercenary's Guild. The Bar offers the Slots mini-game.

Iola Refinery sells Steel and Ceramics. It has special interest (and will sometimes pay a premium) on Narco-Cola, Iron Ore, and Red-Star Beer.
Hammerhead

The Hammerhead

A favorite of mercenaries and pirates alike, the **Hammerhead** is from a discontinued Hexxo line of Corvette-class vessels. Nimble and fast, it has limited weapon expansion options, but maneuverability gives it an edge in combat.

Your initial ship, and definitely the weakest available to you. The Hammerhead really can't handle much in terms of combat without significant equipment upgrades, so try to avoid combat to begin with and gain money through trading or mining instead. You want to get into at least a Mastadon as quickly as possible.

Although there are only 2 turrets, they are decently placed and it is easy to position yourself to bear both turrets on the same target. The Alpha turret is located top center and has next to no obstructions and can shoot a full 360 as long as fighters don't dive below it's horizon of fire. It may lose tracking on a low flying fighter directly in front of you as the nose of your ship blocks its line of fire but that shouldn't be much of a problem. The Beta turret is located under the nose of the ship. Due to the zig-zag profile of the ship, this turret can't shoot directly behind you because the body of the ship itself blocks this area. This turret still has decent coverage even with this blind spot.
Gunship

The **Gunship** is a gunship-class ship flown by some factions in Rebel Galaxy Outlaw.

Mercenaries' Guild
Pirates

## Details

Gunship is the one of the most heavily armored and armed ship. Used by Police Captains as command ship, and by Pirate Lords. Mercenaries just deploy the ships into regular squadron.

## Dodge Sector Police Gunship (Dodge Captain)

Flown by Police Captains, this ship is a dangerous, heavily-armed foe. Like all gunships, this can take a beating and dish out an equal amount of damage to any who dare to engage it. Unlike Capital Ships, gunships have almost no blind spots and can engage you from any angle thanks to their turrets. Therefore, care is advised if anyone wants to attempt to bring one down.

* Seeker Missile
* Swarm Launcher
* 2 Combat Lasers
* 2 Auto-cannons
* 3 Laser Turrets

## Mercenary Gunship

The Mercenaries' Guild employs the same gunship type used by Dodge Sector Police but carries a slightly different loadout.

* Seeker Missile
* Swarm Launcher
* 2 Tracer
* 2 Mass Driver
* 3 Laser Turrets

### Other Ships in this Class

* Red Devils Skrull Gunship
* Pirate Kodiak Gunship
* Satchel's Gunship

## Images

* Merc Gunship
* Red Devils SKrull Gunship
* Pirate Kodiak Gunship
* Satchel's Custom Gunship (Modified Kodiak)
Coyote

The Coyote

## Cockpit

The **Coyote** is an available ship for Juno Markev in *Rebel Galaxy*. It is the ship that Juno owned before she crashed following her skirmish with Ruthless in the game's opening cinematic.

## Comparison

Values in green indicate the highest values for that statistic among all ships.

[1] Can only be bought at Bountiful Vista in Eureka after completing the quest to unlock the ship dealer.

[2] Added to the game in post-launch content patches.

[3] Can only be bought at Bountiful Vista in Eureka, at Tefton Police in Montana and Syracuse Police in Utah.

[4] Can only be bought at Bountiful Vista in Eureka and Jesse's Den in Juarez.

## Notes

The Coyote arguably has the best performance in-battle compared to the other fighters in its category. Its damage output with 6 guns and 2 missile launchers is unmatched and extremely effective at quickly removing enemy ships from the battlefield. Its ability to mop up lighter fighters and scatter heavier ones makes it remarkably survivable, reducing the threat of the engagement faster than it can be overwhelmed. It's Rank 4 shields ensures it can stand up to punishment while it brings its many fangs to bear.

Its unrivaled weapon hardpoint capacity gives it a leg up in lengthy skirmishes, especially against capital ships and swarms. Its decent missile hardpoint allotment gives it just enough munitions to stay dangerous through multiple encounters.

The limited cargo (5 + 4 slots from the cargo extender Rank 1) can be a limiting factor if you're a loot kleptomaniac or intend to accept Merchants' Guild missions.

A suggested weapon setup to balance high damage to both enemy shields and hull with 4 Auto-Cannons and 2 Photon Cannons (most enemies you encounter don't have as much shield power as you, but instead invest in armor). A more offensive setup with a higher power draw is 2 Auto-Cannons, 2 Photon Cannons, and 2 Tachyon Guns (This is a more all-rounded approach and can easily deal with any encounter, but the differences in the range and speed of the projectiles can be difficult to compensate for when lining shots up). The somewhat limited missile complement incentivizes having two of the same missile systems. The most logical choice being 2 Swarm Launchers, as they have the highest damage potential out of all the other launchers.

Overall, the Coyote is an excellent choice for a pilot that wants to either wreck anything that looks at them funny, or deal with nuisances between missions.

## NPC

The Mercenaries' Guild are the only known NPC faction operating the Coyote, which fills the role of a heavily-armed interceptor. They also operate the Foxbat featuring the same loadout.

* 2 Photon Cannon
* 2 Combat Laser
* 2 Tracer
* Seeker Missile
* Torpedo Launcher
Mules (Mounts)

They both serve different purposes. A mount is a ridable animal used mostly for speed, while a mule is an animal used to haul goods.

**Mules** are a type of mount that is to be used as a pack animal. They are used to transport larger quantities of goods.

## List of Mules

### Kickstarter Backer Mule

This mule is only given to people who have donated to the Kickstarter project.

1. ↑ Kickstarter Project FAQ [1]
Adze

The **Adze** is a ship belonging to the Pirate faction.

## Description

These ships are commonly found bombing Commonwealth Freighter Ships with their Swarm Missiles. They are slow, heavily-armed, and moderately durable. The Adze is dangerous in packs and, when not bombing capital ships, will unleash an endless barrage of missiles at the player. Destroying these ships should be top priority.

### Loadout

* 2 Seeker Missiles or 2 Swarm Launchers
* 2 Torpedo Launchers
* 2 Utility Lasers
* 2 Mass Drivers
* 1 Laser Turret
World Peace

**Effect** | Pareto optimal solutions to all global conflicts. (+12 Trust)

**World Peace** is a project in Universal Paperclips.

## Summary

"World peace achieved, +12 TRUST, global stock prices trending upward"

*This article is a stub. You can help Universal Paperclips Wiki by expanding it.*

## Notes

Pareto optimal means a win-lose solution. It's highly unlikely that world peace could be achieved using that strategy. Win-win solutions are preferable for conflict resolution. From Wikipedia:

A solution is called nondominated, Pareto optimal, Pareto efficient or noninferior, if none of the objective functions can be improved in value without degrading some of the other objective values.
Cyclic Burner

*This article is a stub. You can help Rebel Galaxy Wiki by expanding it.*

The Cyclic Burner

**Cyclic Burners** are an afterburner system in *Rebel Galaxy*.

## Details

The Cyclic Burner has a fuel refeed that can reach the highest possible top speed, but acceleration is moderate.

While lacking in acceleration it uses so little power it's practical to leave active for long periods of time. In point of fact it can run nigh indefinitely on high power ships.
Caballeros Inc.

**Caballeros Inc.** is an energy corporation that provides free Jump Drive refueling services throughout the Dodge Sector. Systems that feature one of the company's signature automated refueling outposts include:

* Colorado
* Eureka
* Kansas
* Laredo
* Littlehope
* Louisiana
* Mississippi
* Montana
* New Mexico
* Nimpoo
* Slaughter
* Tennessee
* Texas
* Tombstone
* Utah
* Vacaville
* Wyoming
Minotaur

The Minotaur

The **Minotaur** is one of the most maneuverable Destroyer-class vessels available. With a large hold and ample weaponry options, it is an excellent vessel for bounty hunters who don't shy away from heavy combat. It does sacrifice some hull strength in trade.

The Alpha and Iota turrets are located on top, midships, with Alpha forward of Iota. Beta is located atop the tail, with a fairly broad view. Gamma is located under the tip of the nose. On the forward part of the ship is a disk shape that sticks out on both sides like small wings; Delta and Epsilon are mounted on the tops of those wings, with Zeta and Eta mounted on the bottom sides. Theta is on the bottom, midships.
Nacogdoches

**Nacogdoches** is an Independent Station in the Texas system.

It has an Equipment Bay, Ship Dealer, Mission board, Commodities Exchange, Bar, Merchants' Guild, and Mercenaries' Guild. You can play 8-Ball, Slots, or Dice in the bar. 8-Ball offers one Tracer weapon as a prize.

Richter is here to start the Main Quest. He can be found in the Bar.

Nacogdoches sells Iron Ore and Obtanium Ore at a discount, as well as Diamonds. It has special interest (and will sometimes pay a premium) on Vat-Grown Tissues, Scag, Components, and Soy Paste.
Kassar

The **Kassar** is the Steel Rats' premier heavy fighter.

## Description

While the Kassar's firepower is second only to the Pirate Revenant or Dodge Trooper, the ship is incredibly tough and just as dangerous. These ships will usually appear in higher risk missions involving Steel Rats. Higher priority should be given in taking out a Kassar or face a nearly unending barrage of Swarm Missiles.

### Loadout

* 3 Trion Accelerators
* 2 Tracers
* Torpedo Launcher
* Swarm Launcher
Credit

*This article is a stub. You can help Rebel Galaxy Wiki by expanding it.*

**Credits** are the primary currency in *Rebel Galaxy*.

You earn credits for completing Quests, missions from the Mission Board, killing enemies/pirates with existing bounties on them, mining and selling minerals, looting/buying and selling Commodities etc.
Bartender

In Rebel Galaxy Outlaw, **bartenders** are characters always present in bars in those stations with bar service.

Players can chat with them to get useful and valuable information for their business. Some info requires a little "tip".

Bartenders can provide info about:

* **news**: interesting spots in the system with hidden stuff or low police patrol.
* **advice**: useful tips about ships, equipment, weapons or factions.
* **local market**: info about station selling with low prices of buying at high ones.
* **bounties**: it activates in-space markers with high bounty pirates (but be careful, they pay well because it's more dangerous)
* **freighters**: merchants convoys, if you choose the unlawful path.
Infected

**The Infected** are an all-robot faction in Rebel Galaxy Outlaw.

## Description

They are robots that were infected by a computer virus that left them crazy and violent. Richter asks you to clear them out of an abandoned refinery that he hopes to purchase.

Their presence compared with other factions is rather rare.

## Ships

* Variant A
* Variant B
* Variant C
DoubleJacks

The **DoubleJacks** are a pirate faction in *Rebel Galaxy Outlaw*. Juno Markev is a former member, and is talked by Marla into returning briefly in an effort to usurp power from Durgan. They also appeared in the original *Rebel Galaxy*.

Their headquarters is Jesse's Den in the Juarez system.

They are hostile to Juno until the main story mission Visit Jesse's Den is completed.

## Ships

* Hyena
* Vandal
* Warfrigate (identical to the pirate model)
Dumbfire Launcher

*This article is a stub. You can help Rebel Galaxy Wiki by expanding it.*

The Dumbfire Launcher

**Dumbfire Launchers** are launcher weapons in *Rebel Galaxy*.

## Details

Dumbfire missiles have no tracking ability, but are cheap, plentiful, have potent payloads and an enormous blast radius. Deadly in the hands of a deadeye, or against large craft.
Mastadon

The Mastadon

The **Mastadon** is the consumer version of a popular militia frigate. It features 4 broadside mounts, 2 secondary ports, and 3 independent turrets.

A relatively cheap ship that improves on every single aspect of the Hammerhead, this is a very important early stepping-stone to get into as soon as possible.

The new player will likely appreciate the added turret slot the most on this ship as they are probably still learning the mechanics of combat. The Mastadon's 3 turrets are generously placed too, with 2 along the top and 1 on its belly, allowing for easy positioning to bear all 3 turrets on a single target. The Alpha turret is about a 1/3 of the way from the back on the top of the ship and has a nearly 360 degree angle of fire. It is blocked only by the raised portion of the tail directly behind it which prevents it from shooting directly backwards. The Beta turret located on the top nose of the ship also has a nearly 360 angle of fire, although slightly less than the Alpha turret. Like Alpha, Beta is also unable to shoot directly backwards because the bridge of your ship blocks this angle and the wider bridge blocks a larger angle Beta's fire angle. Gamma is located about 1/3 of the way back from the nose of the ship on its belly but is unobstructed by anything.

## Trivia

* This ship can be seen as a Doublejack frigate
Korian Outsiders

The **Korian Outsiders** are one of the factions of Rebel Galaxy, once you start the game you will have a hostile reputation with them, which signifies that the Korian Outsiders will be in a hostile state with you.
This means upon running into ships associated with this faction, they will show malicious intent. This might be where they may hail you with provocative terms or straight out engage in combat as so will your turrets; if you have them set to automated aiming for instance, they will attack any hostile craft.

To increase your reputation or decrease, your reputation is based on how you approach missions/your choice of missions and your general open world game play e.g. destroying ships associated with this faction.

They are known for elephant like skin and eyes, flat and broad nose, large mouth, three beard like tentacles on their chin, three finger and big body.
Merchant's Guild Station

*This article is a stub. You can help Rebel Galaxy Wiki by expanding it.*

A station in the game where players can join the Merchant's Guild. This station does not have a bar and instead has guild offices.

The layout of the station when you are not a member of the Merchants Guild only allows you to view the Mission Board and Guild offices.
You will be unable to view the commodities unless you are a member.

* Merchant Guild Station

The Shipyard and Equipment bay offer equipment specialized for the Guild.

Missions from the Mission board are also specialized towards the Merchants guild.

* Merchant Guild Mission Board

There are a number of different merchant guild stations in the Rebel Galaxy Universe. The first is located in the starting system: Charybois

Other systems that guild stations can be found in are:

* Apollo
* Athena
* Ares
* Arthemis
* Cronus
* Charon
* Demeter
* Erinnyes
* Jordorwsky
* Makino
* Midway
* Telluride
Jellico Outpost

**Jellico Outpost** is a Red Devil station in the Tennessee system.

Jellico Outpost contains an Equipment Bay, Black Market, and Bar. The Bar offers the StarVenger, Slots, and 8-ball mini-games.

Jellico Outpost sells Black Market Weapons and Explosives at a discount, as well as Bio-Weapons. They have a special interest in (and may pay a premium for) Stolen Freight, Counterfeit Goods, and Greel Blue Label.
Dodge Sector

The **Dodge Sector** is a star cluster that serves as the setting of *Rebel Galaxy Outlaw*. It is one of many sectors in the same galaxy where *Rebel Galaxy* takes place, but it is not explored in that game. Although the Dodge Sector's population has boomed over the last 200 years, it is still a backwater compared to other sectors. The main government in the region is the Commonwealth, but they are evenly matched with Independents and various pirate gangs.

Like all sectors, the Dodge Sector consists of multiple star systems linked via a network of Jump Gates. Each of the sector's 39 systems typically contains space stations, Caballeros refuelling outposts, faction presences, and economies with differing resource production and import demand profiles. All systems also have different law and threat levels. Law indicates how heavy the presence of Dodge Sector Police is, while threat corresponds to how dangerous ships in that system are relative to the capabilities of Juno Markev's ship. As Juno obtains better ships and equipment, threat levels will decrease, but only to an extent: a system like Texas that is initially rated "Normal" can eventually fall to "Low", but a system like Littlehope that is initially rated "Extreme" can only fall to "Normal" at best.

## Systems in the Dodge Sector

**LEGEND**:

* Threat level: + (Low/Mild/Normal), ++ (Mild/Normal/High), +++ (Normal/High/Extreme)
* Law level: 0 (Lawless), + (Lightly Patrolled), ++ (Moderately Patrolled), +++ (Heavily Patrolled)
Frigate (Rebel Galaxy Outlaw)

**Frigates** are combat capital ships flown by various factions in *Rebel Galaxy Outlaw*. The model flown by the DoubleJacks is called the **Warfrigate**.

## Description

They are light combat capital ships with four turrets. With their heavy armor and firepower, they will support fighter ships effectively. However, in general they are not powerful compared with other capital ships.

### Loadouts

* 2 Beam Turrets
* 2 Photon Turrets

## Images

* Pirate Frigate.
* Steel Rats Frigate.
Auto-cannon

Manufacturer
 DPS\*
 Damage
 Range
 Speed
 Reload time
 Aim assist
 Shield penetration
 Armor penetration
 Energy use
 Price

**Auto-cannons** are hardpoint weapons in *Rebel Galaxy*.

## Details

The Auto-Cannon fires enormously destructive shells at no power cost, particularly effective against hulls. Its 30-slug canisters require a 3 second exchange delay when depleted.

An Auto-Cannon can be won playing Dice Poker at Arbuthnott in the Alabama system.

Even if **Auto-cannon** uses 30-slug canisters and requires additional 3 s to reload when they are empty, in general it won't impact your offensive performance for several reasons: in end game we have mixed weapons installed, so there is always something firing and applying high damage; half the time we are tracking the enemy ships movements without firing (or evading enemy fire); last the **auto-cannon** has a huge bonus to armor penetration (200% for an effective 120 DPS to armors) so enemy ships explode quite quickly. It is close to the highest DPS against armor in the game.

It works extremely well paired with Photon cannon (that with 200% shield penetration has one of the highest DPS against shields) in the combined range of 4800m, while having a very low energy consumption (useful to recharge faster the shields in practice).

The major Draw back of this weapon is it's difficulty in aiming it properly. As such it can have issues with faster ships, but against large ships it can quickly cripple them, taking out turrets very quickly.
Murath Scavengers

*This article is a stub. You can help Rebel Galaxy Wiki by expanding it.*

The **Murath Scavengers** are one of the factions of Rebel Galaxy, once you start the game you will not make contact with any from this faction until you've first used the jump gate, as none of this wolf like species can be interacted with in the first system.
Greel Syndicate

The **Greel** are one of the alien races in Rebel Galaxy Outlaw.

They are perhaps best known for their whiskey operations -- they ferment the cold-pressed appendage of a Gruthmax in a deep tunnel.

The Greel discovered their recipe for whiskey by accident -- they were attempting to produce an industrial solvent.

Greel, however, are not able to metabolize their own product, so use it for other things (like cleaning bars, and as an industrial solvent).

They have a penchant for gambling, and are often found in the employ of shadier companies.

Sandar D'Truz is, perhaps, the most well-known Greel mentioned in the game by name.

In the original game, you will engage with them once you've progressed a little through the game and start regularly using jump gates or push forward into an area which you may not be equipped for yet.
Joystick

Using a HOTAS (Hands On Throttle And Stick) controller (Like a Thrustmaster T-Flight HOTAS-X or similar) is fully supported out-of-the-box. Some of the HOTAS sticks (like the aforementioned T-Flight HOTAS) also work on consoles and should be fully compatible within the constraints of the support on the console you own. On PC, all functions of a HOTAS are fully supported (e.g. z-axis rotation to control the axis rotation of the ship, etc...).

It's recommended on PC that you run a full calibration of the HOTAS in Windows to make sure you know which buttons are which on your HOTAS / Flightstick so you can learn where the appropriate buttons are if your HOTAS buttons are not clearly numbered. For the most part, however, button positioning makes sense by default and should be easy to learn (using the flight training mode a few times is a good place to practice and learn what different buttons and functions do without risking blowing a mission for testing.

As with other controlling methods, control buttons are remappable, but it is recommended to test the default configurations first before trying to customize settings.
2019 August 12 patch notes

These are the *Rebel Galaxy* patch notes for 2019 August 12.

## Pre-release version 1.00 (Launch Version!)

* Dice has seen a recent boon in the galaxy, and players are now available at all casinos
* Durston exterior landing animationss on Sparks/Pellinore fixed.
* Corner-case where a tractor beam visual could be stuck on while in a turret fixed.
* If you only have turrets in mounts past mount 1, you can still properly switch cameras to turrets.

## Pre-release version 0.88

* Can now set waypoints on systems from the sector map and they will direct you through jumpgates using your player waypoint. Special shout out to CohhCarnage for this addition.
* Offscreen mouse cursor in windowed mode on map screens will not pan map. If it does again, we’ll sic a cat on the mouse.
* Debris/ice around Arbuthnott and Denver pushed out farther away from the docks. We heard you were tired of crashing into things.

## Pre-release version 0.87

* Fixed some issues with Unicode filenames for custom music folders. Thanks to Salsa for helping us pin this nonsense down.
* ’Normal’ quality mesh for Sonora cockpit properly shows MFDs.
* Sieges and Blockades now make extra sure they never direct you to a hostile station.

## Pre-release version 0.86

* Damn it, Richter “borrowed” this patch for Richtertronics. We’ll make him give it back.
Foss

The **Foss** are fighter class ships in Rebel Galaxy Outlaw. They are flown by Red Devils faction.

## Description

These ships are the workhorse of the Red Devils faction. They are fast and extremely agile. Unlike light fighters of other factions, the Foss is quite durable for its class. The ones that spawn with dual Auto Cannons are particularly dangerous.

### Loadout

A Foss's loadout varies but it only has room for two gun hardpoints. It may spawn with either of the following:

* 2 Auto-cannons

or

* 2 Mass Drivers

or

* 2 Tracers

## Gallery

* Auto Cannon variant
* Mass Driver variant
* Tracer variant
Deflectors

Deflectors are a temporary-use additional shield that is manually activated. The Deflector stays active until either its energy pool depletes or it absorbs the maximum damage it can handle. CRITICAL NOTE: Your weapons cannot fire while your Deflector is on, so it is best used when you're anticipating to get hit by a heavy weapon or missile salvo.
Combat Turret

Manufacturer
 DPS
 Damage
 Range
 Speed
 Reload Time
 Aim Assist
 Shield Penetration
 Hull Penetration
 Price

The Combat turret is a turret that can be equiped on a Turret hardpoint on a ship and can be either used as automatic defense, or controlled manually.

Like the Laser turret Combat turrets have the maximum range and speed for a turret. As such they may start shooting enemy ships before you spot them.
Dante Station

**Dante Station** is a Red Devil station in the Thibodaux system.

Dante Station contains an Equipment Bay, Black Market, and Bar.

Dante Station sells Narco-Cola at a discount, as well as Stolen Freight. They have a special interest in (and may pay a premium for) Thralls, Black-Market Weapons, Counterfeit Goods, and Hijacked Valuables.
2019 August 2 patch notes

These are the *Rebel Galaxy* patch notes for 2019 August 2.

## Pre-release version 0.75

* Two missing layout files have been found. Those suckers are slippery!

## Pre-release version 0.74

* Potential fix for crash related to threaded Bink video loads (fingers crossed!)
* Comms audio (when displayed in conjunction with video) should now match the audio levels of other sounds when sound settings are altered
* Added an exit button to PDA in mouse mode
* Mouse control had a revision for better precision and feel
* Mouse Deadzone setting added
* Various lighting updates to multiple conversations
* Dingo can now accept cargo extender mk 2
* Sequoia can now accept power plant mk3 and cargo extender mk 3
* Starvenger difficulty reduced slightly – rock density and speed does not increase as fast from round to round
* Ship Paint Shop autosaves on exit, so you don’t have to manually do it. You can now ‘exit without saving’
Light Frigate

Ships in the Light Frigate class.

A **Frigate** is an intermediate class of ships between the Corvette and the Destroyer. In Rebel Galaxy, they exist in three sub-categories, the **Light Frigate**, Frigate and the Heavy Frigate.

## Etymology

The term *Frigate* originates from the Dutch word *fregat*.

## List of Ships

* Mastadon
* Scarab
Merchant's Guild

This is a guild players can join by going to the Merchant's Guild Station and paying the entry fee of 10,000 credits, one can be found in the starting system. Once players are members they will have access to a couple pieces of equipment that cannot be found elsewhere. In general, the Merchant's Guild has ships with decent speed and large cargo holds, and their unique equipment is the best cargo hold extenders available and biological hull armor which takes reduced damage from fighter craft.

Their other primary strength is that they are among the most frequent source of Transport and Dead Drop missions, so if you have a properly fitted ship you can earn a lot of money very, very quickly with them.

## Exclusive Equipment

* Guild Cargo Holds -- increased capacity over default holds.
* Organic Plating -- reduced damage taken from small enemy craft.
* Shock Deflector -- increased capacity and recharge time.
* Detail Scanner -- adds bounty and cargo indicators to your default HUD.
* Gas Scoop -- recharges booster while in nebulae.
* Mine Repulsor -- repels mines.
* EMP Ablation -- reduces effect of enemy EMP attacks.
Mining Hulk

Mining Hulk are scow class ships flown by Commonwealth faction.

## Description

They are mining ships used by civilian miners, and they won't pose much threat against player if fought. They might be stuck in minefield, and call in distress call for player's help, after you help the ship, you are offered with some mined loots.
Hobbes station

**Hobbes Station** is an Independent station in the New Mexico system. It is where you first meet Satchel.

Hobbes Station has an Equipment Bay, Shipyard, Commodities Exchange, and Bar. The Bar offers the Slots and 8-Ball mini-games.

Satchel can be found here after Orzu refers Juno Markev to him.

Hobbes Station sells Soy Paste, Dry-Aged Yik-Yak, and Red Star Beer at a discount. It has special interest (and will sometimes pay a premium) on Robot Modules and Religious Tracts.
Citizenry

*This article is a stub. You can help Rebel Galaxy Wiki by expanding it.*

The **Citizenry** faction is your general population of the system.
It's the people who do not belong to a faction, the public. Most notably, this is the miners or traders in game, who you will run into from time to time.

Naturally, this is who the System Militia protect and serve for. You begin on a neutral stand point with them, along with the Militia.
Commonwealth Freighter Ships

**Commonwealth Freighter Ships** are a category of capital ships belongs to Commonwealth faction.

### Description

They are cargo ships with similar traits but different names. Unlike Brahmin or Conestoga, all of them are unarmed, but may come with Mercenaries' Guild or Dodge Sector Police guard.
They often carry some cargo you can loot using tractor beam. Also you may help them when they are attacked by pirates for some credits.

## Images

* **CRG-4341 Marco.**
* **CRR-4341 Marco.**
* **CRR-7711 Starling.**
* **FLT-8854 Advent.**
* **CRR-3822 Zed.**
Crow's Nest

The **Crow's Nest** is an Independent station in the Sexton system.

Crow's Nest has an Equipment Bay, Shipyard, Commodities Exchange, Bar, and Merchants' Guild. The Bar offers the StarVenger and Slots mini-games.

Xander Brust insists that Juno Markev meet him at the Bar in the Crow's Nest, demanding that she investigate some mysterious disappearances that seem to be targeting his merchant fleet.

Crow's Nest sells Pulp Novels and Holovids at a discount. It has special interest (and will sometimes pay a premium) for Narco-Cola, Greel Whiskey, and Hitchcock Coronas.
2019 August 16 patch notes

These are the *Rebel Galaxy* patch notes for 2019 August 16.

## Release version 1.07

TECHNICAL:

* Launcher will now identify your primary monitor and indicate it, and for new players will default select it
* Fixed various issues with Fullscreen sometimes attempting to use incorrect monitor depending on desktop layout

INTERFACE:

* Keybind screen is now sorted by category! A few binds that weren’t set to exclusive now are.
* Fixed applying a joystick profile messing up invisible binds on buttons for mouseclick (buttons that didn’t respond to clicks afterward)
* Categories added to settings menu
* Reticle display is now the default mouse display for new players running the game for the first time.
* Fixed ‘undo’ sell text showing incorrect recovery price in commodity market
* Fix mission faction display not updating properly in on-station missionlog
* Can save keybindings in paint mode

CONTROLS:

* In Joystick mode, all controls (except those bound to axes, like throttles/stick) can be simultaneously used and mapped on keyboard, with nice carryover state if multiple are depressed and released at different times.
* Fixed issues with remapping menu navigation controls on KBM.
* Can now remap all pool controls. Go forth and play much 8-ball!
* Tons of little fixes for various overloaded keymapping collision situations.

GAMEPLAY:

* Fixed an issue where stations would pre-emptively re-populate goods on reload into station. Alas, no more cheesing cargo missions.
* Teleport away from hostiles on load if any are near, regardless of your damage state. No more unwinnable save states! We hope!
* Break out much farther from atmosphere in sublight mode. Please don’t drive into any more planets. It makes us sad.
* Knocking 8-ball off table should properly lose game

MISSION FIXES:

* If game is exited in Kasha Donar mission after she has been unflagged as invincible, reloading will reflag her as killable
* Ansel is properly unkillable in Durgan battle. Oops.
* Secondary Cops in Spider’s Web all properly flagged as ‘to kill’ to make it easy to find them if they wander away chasing butterflies or something during battle
* Fixed some complex issues to do with disabled leader/follow ship relationships in Warning Shot mission that…are extremely hard to describe. They’re fixed.

BALANCE:

* Enemy swarm launcher damage reduced 33%
* Enemy ImRec damage reduced 18%
* Dirty cops in Warning Shot have reduced onboard weaponry
* EMP Javelin now has a 40 projectile capacity vs 25
* EMP Javelin projectiles sped up 400mps for greater accuracy
* Reduced ambush frequency at jumpgates

MISC:

* Sonora ‘normal quality’ cockpit mesh doesn’t have an exterior missing texture. And it never did \*jedi hand wave\*
Mission board

The **mission board** is a service on some space stations.

It offers side missions to the player, which are independent of the major storylines:

* **probe inspection**: inspection of a single destination with the chance to encounter enemies
* **local patrol**: inspection of some destinations with a chance to encounter enemies
* **remote patrol**: similar to local patrol but outside the current system
* **cleanup missions**: removing mine fields with a chance to encounter enemies
* **local deliveries**: transport missions in the same system
* **remote deliveries**: transport missions outside the current system
* **local supply**: similar to local deliveries but you have to acquire the goods
* **remote supply**: similar to remote deliveries but you have to acquire the goods
* **siege defense**: protect missions for convoy or structures
* **pirate danger**: bounties
Brust Arms

**Brust Arms** or **Brust Technologies** is an arms manufacturer headed by Xander Brust as CEO.

## Description

Brust Arms faces CEO's little brother, Richter, as threat to the company's asset and Xander Brust orders his fleet to not to hand Richer over their resources.
To protect the corporation's asset, They have Brust Arms Merc for guarding them. Also, Brust Arms has freighter fleet to accomplish transportation duties.

## Ships

* Police Fighter as Brust Arms Merc
* Commonwealth Freighter Ships as Brust Transport
Factions

Every station or ship belongs to one of many factions, or groups. Most missions increase and/or lower the reputation with the various groups, as does destroying ships/stations/turrets from that group. Rescuing ships in distress (indicated by distress beacons when you get close to them) will also raise your reputation with the faction that ship belonged to. If your reputation with a particular group is too low, ships from that group will attack you on sight and you will not be allowed to dock at their stations.

If your reputation is neutral or better you can dock and trade at the standard stations. You can also go to one of the Guild stations and join them for a small fee; each guild has a unique set of ships and equipment, some of which is only allowed for purchase if your reputation is a high enough level. There is no limit to how many guilds you can join at once.

## Rebel Galaxy Factions

* Citizenry
* Murath Scavengers
* Red Devil Cartel
* DoubleJack
* Korian Outsiders
* Greel Syndicate
* Merchant's Guild
* Mercenaries' Guild
* System Militia
* Viriax

## Rebel Galaxy Outlaw Factions

Factions in *Rebel Galaxy Outlaw* represent various groups or organizations Juno Markev will encounter, or are otherwise relevant to the story or game universe.

### Lawful

* Brust Arms
* Caballeros Inc.
* Commonwealth
* Dodge Sector Police
* Independents
* Inviolates
* Mercenaries
* Traders

### Criminal

* DoubleJacks
* Infected
* Pirates
* Red Devils
* Steel Rats
Hulls

Hull is the second main line of defense for your ship. If this fails on one section you'll be dead in seconds if you keep getting hit there, but also note that even while you still have Hull damage to it can partially penetrate through to your equipment, weapons, etc, damaging or even disabling it. If your Shields and Hull on one side are both about to fail make sure to turn your ship so that side of it isn't exposed to the enemy, or you won't last long.
Ansel

**Ansel** is a character in *Rebel Galaxy Outlaw*.

## Description

Ansel is the former leader of the DoubleJacks and was imprisoned by Dodge Sector Police. During his absence, Durgan took over as leader of the DoubleJacks.
Marla prefers Ansel's leadership over Durgan's, so she plans to overthrow Durgan with help of Juno Markev.

They both successfully help Ansel escape from prison and kill Durgan, allowing Ansel to reclaim his rightful place once again.
Mechanics

Rebel Galaxy is a space exploration game with a focus on deep combat mechanics and rpg style exploration.

## Epic Space Combat

You’ve played space games before… You chased the reticle, fired your lasers, launched a missile or two. Just a tiny ship amid the chaos of the battlefield. Now with Rebel Galaxy, you’re in control of an enormous destroyer, bristling with weaponry, firing massive broadside volleys, burning holes in cruisers, and bringing down fighters by the score. Or you will be if you can just earn a few extra credits.

Maybe the militia won’t bother to scan your hold.

## Fragile Alliances

The universe isn’t empty – it’s filled with a cast of weird, untrustworthy, endearing, or downright hostile characters.

In Rebel Galaxy you will interact with other ship captains, some hostile, some desperate for your help. You’ll meet shady characters in even shadier station bars. You’ll even have to bargain with inscrutable tentacle-faced alien freaks. If you’re silver-tongued, you might make a few friends, or at least temporary allies.

Or you could make ‘em beg.

Your call.
EMP Javelin

The EMP Javelin

**Torpedo Launchers** are launcher weapons in *Rebel Galaxy*.

## Details

It's a dummy weapon (can't track targets, just moving forward) with a medium range and an high velocity. It does't apply damage to the target, just a temporary stun, not really useful in practice.

Before it is available in any equipment bay, you have to complete a specific story mission assigned a story character, Orzu.

You can buy then a modified version with increased max payload once you have unlocked the equipment bay for Bountiful Vista station in Eureka system.
Loreto Station

**Loretto Station** is an Independent station in the Juarez system.

Loretto Station has an Equipment Bay, Shipyard, Black Market, Mission Board, Bar, and Merchant's Guild. The Bar offers the StarVenger mini-game.

Juno Markev meets her old friend, Marla, here. Marla works to recruit Juno in an attempt to restore the DoubleJacks' former leader, Ansel, to power.

Loretto Station sells Stolen Freight, Alien Fossils, and Gold Ore at a discount. It has special interest (and will sometimes pay a premium) on Soy Paste, Counterfeit Goods, and Scag.
Cruiser

Cruisers are battlecruiser class capital ships flown by various factions in Rebel Galaxy Outlaw.

## Description

As with other capital ships, they are heavy and slow but pack heavy punch against fighter ships with their turrets. Also, they will be pretty deadly cooperated with fighters and gunships. They are the most powerful capital ships essentially works as the flagship of fleet. Their loadout of turret is devastating and engaging upfront would be extremely difficult if not for the best fighter ships. However, they are relatively vulnerable from engines, as It has less turrets to protect the area.

### Loadout

* 4 Beam Turrets
* 4 Swarm Turrets
* 4 Flak Turrets
* 4 Tracer Turrets
* 6 Photon Turrets

## Images

* Steel Rats Cruiser.
* Unique Cruiser belonging to Tatiana Markev. Notice the different structure of bridge.
* Pirates Cruiser.
Connor

**Connor McCarthy**, a.k.a. **the Catholic**, a.k.a. **the Stupidest Man in the Montana System** (yes, this is canon), is a character in Rebel Galaxy Outlaw.
Connor is a criminal and a friend of Brace. He took a bribe from Brace to tell Juno Markev the lie that a mercenary named Ruthless had killed Brace. He confesses to this when confronted by Juno and Ruth, working together, but only after the two of them saved him from an attempted gold heist. It should be noted that the heist was in the Superior Belt, right outside of a supermax prison, and the freighters he was trying to hit were accompanied by a capital ship and numerous fighters, and he had just gotten out of prison that day. He was in his lone fighter before Juno and Ruthless showed up.

Connor becomes a buddy right after the confrontation.

## As a Buddy

Connor hangs out at Port Belgrade in the Montana System. He flies a modified Velious sporting a unique paintjob with the following loadout:

* 2 Combat Laser
* 3 Tracer
* 1 Seeker Missile
* 1 Swarm Launcher

Notes: Connor's modified Velious is quick and carries a good number of short-ranged, rapid-fire weaponry. He rarely uses his Swarm Launcher, relying more on the vast amount of guns that his ship carries. Connor is a good alternative when Satchel and Ruthless are not available.