Ancient Rifts (Update)

**Ancient Rifts** (or **v0.10.30110**) was a major update to *Everspace 2* that was released on November 23rd, 2022, after initially being available on the experimental branch starting on November 11th. It was also known as the Fall Update.

## Developer Notes

The developer notes can be read on the corresponding Kickstarter update.

## Patchnotes

### Features

* Removed most of the dynamic enemy level scaling and added a few specific, system-wide leveling events
* Added the first version of Ancient Rifts
* Added new side quests
* Added legendary items
* Added new Outlaw units: Outlaw Raider and Outlaw Tormentor
* Added new secondary weapon: Cruise Missiles
* Added new device: Front Shield Generator
* Added new Bomber: Titan
* Added new Gunship: Dominator
* Device Mastery modes can now be previewed
* Added new job types (and job board for Kato)
* Added new unknown signal/distress call types
* Added option to keep audio playing when game is unfocused
* Added new data sub-tab "The Story So Far" to rewatch cinematics and recap the latest story development (mainly placeholder content)
* Added AMD FidelityFX™ v2.1.1 to the AI-Upscaling methods
* Overhauled racing activity
* Overhauled ship dealer
* UI: Overhauled ship selector
* UI: Stats tab rework - Added racing stats overview

### Tweaks

* Reworked Sentinel special: now increases primary weapon fire rate by up to 20%, depending on shield charge percentage
* Zurilia Bombers will now briefly disable their front shield when firing missiles
* Striker ULT will now automatically deactivate if no further enemies are in range
* Reduced drop chance for signal decoders as High-Risk Area boss loot
* Some structures (like tanks) will now also sometimes drop scrap metal when destroyed
* Improved speed of save game creation to reduce lag during saving
* Saving during Enemy Wave Challenge is now no longer possible due to exploitative behavior
* Missiles fired by the "auto-fire at critical hit" attribute now have a 60% reduced damage/effect
* Changed look of Service Drone
* Changed look of Elek's ship
* Improved boss fight in Ghost Fleet: Better flight behavior that makes it easier to hit the boss
* Improved boss fight in Ceto before entering Union: More health and better weapons
* Increased loot quality bonuses of High-Risk Area mutators
* Improved Fusion Hook "Kunai" behavior to prevent targets from overshooting
* Completing certain unknown signal or distress call events will now grant a small amount of renown
* Improved Reflecting Panel behavior for better handling
* Item indicators for outleveled equipment now take rarity into account as well
* Weapons are aligned straight forward in sequences now
* Crafting - Removed general restriction that crafted items cannot be modified
* Crafting - Added restriction that items above player level cannot be adapted if gap is higher than 2
* Balancing: Buffed Retaliator units
* Balancing: Reduced "Downtime Warrior" perk effect from 25% to 15%
* Balancing: Increased Thermo Gun projectile homing agility
* Balancing: Reduced Zurilia Drone damage
* Balancing: Brought damage and hitpoints scaling to equal levels, i.e. reduced both enemy health and player damage potential
* Balancing: Slightly increased "Very Hard" difficulty
* Balancing: Increased some NPC armor/shield hitpoints
* Balancing: Increased Sentinel Expertise scaling
* Balancing: Increased "Percussive Maintenance" perk proc chance but reduced effect
* Balancing: Increased Vindicator Expertise scaling for drone HP and damage
* Balancing: Reduced Executioner damage and increased spread
* Balancing: Increased Bomber base HP and shield/armor bonuses
* Balancing: Reduced Bomber secondary energy consumption
* Balancing: Reduced Gunship Expertise scaling
* Balancing: Reduced Gunship boost speed passive bonus
* Balancing: Increased Structure scaling
* Balancing: Slightly increased Corrosion Injector damage
* Balancing: Improved aiming precision of Vindicator drones
* Balancing: Increased credits earned from jobs but decreased XP
* Balancing: Increased Utility damage scaling
* Balancing: Increased Bloodstar Repeater kinetic damage
* Balancing: Increased Cave Crawler corrosion damage
* Balancing: The primary attributes, Firepower, Precision and Structure, can now roll simultaneously on items
* Balancing: Increased Umbra DPS
* Balancing: Increased Homing Missile damage but reduced their fire rate
* Balancing: Increased missile ammo across the board
* Balancing: Increased Ceto Ghost Hunt boss hull and armor hitpoints
* Balancing: Slightly reduced mine ammo across the board
* Balancing: Reduced mine fire rates across the board
* Balancing: Slightly reduced Rail Gun charge duration
* Balancing: Adjusted some device cooldown values depending on device level
* Balancing: Increased Energy Shield consumable hitpoints fraction
* Performance: Fixed performance lag when a random travel map encounter is popping up
* UI: High-Risk areas now display with proper HUD marker in supralight even if not hovered or targeted
* UI: Secondary weapons with low fire rates now display a cooldown in HUD to indicate when they can be fired again
* UI: Overhauled Game Over screen design
* UI: Added message banner for harmless/underleveled signal decoders on activation
* UI: Added message banner for harmless/underleveled high-risk areas when trying to set waypoint
* UI: Added indicators to missions and renown screens for rewards that can be claimed
* UX: The Crafting tab is now hidden until the first crafting inventory item is added
* UX: Crafting parts of the respective rarity will now be hidden until the first item is dismantled
* UX: Crafting tab now stays on selected category until ingame menu was closed
* UX: Made refinements to Crafting inventory when using gamepad and keyboard to navigate to new items
* UX: Reworked Perks tab navigation and selection priority logic (e.g. implicit selection of investable perks after companion was changed)

### Bugfixes

* Added missing location map image for "Drake Passage"
* Fixed item grades not correctly applied when claiming job renown rewards
* Fixed Daredevil master challenge achievable in lower rarity high-risk areas
* Fixed Renegade Plating not showing correct blueprint progress
* Fixed doing shenanigans via an exploit by not allowing to access photo mode while the ingame menu is opened
* Fixed that after a long playtime it was possible that no valid positions for new job offer locations, unknown signals or high-risk-areas could be found anymore
* Fixed that some Tier 3 ships that don't have Tier 3 wings, yet showed Tier 1 wings as fallback instead of Tier 2, even if that was available (only fixed for newly generated ships on offer)
* Fixed that secondary weapons received 0 energy when installed, even if not flying Bomber, and thus could briefly not be fired
* Fixed weapons not tracking the crosshair correctly in first-person mode
* Fixed that the final fight of the mission "The Convert" could happen in different locations
* Fixed that vindicator drones left the location after a "Battle Support"-mission was done
* Fixed unlimited boss invulnerability in gas harvester boss fight if weak points are destroyed too quickly
* Fixed that there was a regular jump-in instead of a "arrive via bypass"-animation when fast-traveling between Union locations "Torn Station" and "Prescott Starbase"
* Fixed infinite range on Fusion Hook "Kunai" mode
* Fixed Magnetic Repulsor "Swing Together" mode affecting invalid target types
* Fixed Stinger passive incorrectly restoring 100% of shield hitpoint instead of 25% on device use
* Fixed soft-lock during "The Eye" if dying with a drone right after having hacked a server before gaining control of player ship again
* Fixed Teleporter "Parting Gift" mode damage scaling
* Fixed an issue in "Gang Wars 3" and "Battle Support" type missions that could lead to having no NPCs.
* Fixed hero attributes of items having wrong appearance after replacing them with an item from the shop
* Fixed Scout Expertise not increasing range of secondary weapons
* Fixed discovery percentage on map locations not immediately updating after discovering a secret
* Fixed Anti-Missile Drone shooting beyond its weapon range in High-Risk Areas
* Fixed that Vindicator drones were still fighting Okkar after wanted state wore off
* Fixed Sentinel ULT "Static Overload" draining weapon energy
* Fixed Bomber ULT "ARC-9000" continuing to drain ULT energy after exploding
* Fixed Striker ULT "Quantum Tether" jumping to invalid targets after original target is destroyed
* Fixed Bomber ULT "ARC-9000" memory leak
* Fixed that for some users the game would show a black screen at start for a couple of minutes when having a VR headset connected by removing some default OpenXR plugins Unreal Engine ships with
* Fixed that player would jump away during "turn around" sequence if jump was being charged when sequence started
* Fixed skybox artifacts occurring on AMD GPUs
* Fixed that two Tareens were visible during one of the "Emissary" mission sequences
* Fixed minor issues in several sequences
* Added Drake system Spatial Bypass location to "Rips In Space" task locations when Drake is unlocked and Bypass is not yet built.
* Fixed wrong calculation of weapon damage modifiers at higher levels
* Fixed Level 25 player perk "Preparation" not removing stacks when deselected
* Fixed Bomber passive "Target lock-on duration reduced by 50%" not working
* Fixed that tutorial box for supralight auto-pilot showed "ok" action binding instead of "interact" binding
* Fixed that player drones could destroy targets during a sequence
* Fixed that friendly mines could also be included in the "Destroy all mines" task during "Back to Work", which lead to a mission blocker
* Fixed detonators without timers not being correctly reset after leaving the area
* Fixed Freelancer Freighter containers not exploding
* Clamp job item rewards to max stack size (if there is one)
* Fixed that invasion enemies could spawn above max player level
* Fixed that consumables became more valuable with higher player levels
* Fixed DLSS mode being set to off when changing game maps
* UI: Fixed that side-by-side compare item icons were missing in some cases
* UI: Added missing scrollbar to map location and ship stats info widget
* UI: Fixed that when unlocking a blueprint the category and/or rarity was not changed in some cases
* UI: Fixed that wrong device mode indicator could be shown after a device reset
* UI: Fixed that player attribute buttons could be unresponsive in some cases
* UI: Fixed that tab buttons stayed highlighted in some cases even though they were not hovered with mouse anymore
* UI: Crafting consumables - Fixed that filling up equipped stacks could lead to multiple half-stacked slots in cargo
* UI: Crafting consumables - Fixed that equip action was sometimes rendered inactive but was still executable
* UI: Fixed that zoom in and out actions on map were still possible when resource selection widget was shown (gamepad only)
* UI: Fixed action button captions overlaps in English and German localization
* UI: Fixed perks details for locked player perks which could show a lock icon instead of the unlock level in some cases
* UI: Fixed that the craft action button on empty slots was sometimes rendered inactive even though it was active
* UX: The ship selector is now usable again on the inventory screen when using a gamepad
* UX: Multiple fixes regarding the crafting screen navigation and input logic
* UI: Fixed that loot container screen wasn't implicitly closed in some cases after the last item was removed
* UI: Fixed that perk container label could show a wrong text in one situation
* UI: Fixed that perk slot invest hint icon could have a wrong state in some cases
* UI: Fixed that Dax's temporary reactor repair perk could stay after upgrading until a location was left
* UI: Fixed that the perk slot action buttons could be temporarily hidden in some cases

### Tweaks

*Only relevant if you played on the experimental branch before the update was released*\*Increased drop chance of "Tears of the Mad" in Rifts

* The hologram flag on a racing gate is now faded out when getting close for better readability
* Mounted turrets are no longer affected by Thundercore
* Updated Rift visuals
* UI: Story so far - The completion ratio is now hidden (community suggestion)
* UI: Story so far - Updated description texts and preview thumbnails
* UI: Story so far - Gallery action buttons are now only shown in case more than one image is available

### Bugfixes

*Only relevant if you played on the experimental branch before the update was released*

* Fixed that when having cargo unit BOB installed, a new BOB was spawned whenever a drone was possessed
* Fixed potential freeze when reviving NPCs with "Wrath of the Fallen" while using High-Pressure mode from Energized Boost
* Fixed that the job list was not showing correct jobs for a station when two job boards were available in the same location and having viewed the other station's job board previously
* Fixed that NPCs revived via "Wrath of the Fallen" were respawned after reentering the location
* Fixed that Ancient Wardens were not destroyed after 10s when being revived via "Wrath of the Fallen"
* Fixed that distress calls of type "Faction Battle" could spawn with invalid friendly faction
* Fixed that cloaked containers at unknown signal locations of type "Hidden Stash" always had the same loot
* Fixed that some damage sources were not scaled correctly in Rifts
* Fixed corrosion mines and missiles not increasing damage with Final Reckoning buff
* Fixed Bomber Titan wing collision mesh and added missing exhaust effect for Tier 2
* Fixed that Distress Call of type "Items Needed" could succeed even though ship in need was destroyed
* Fixed that Maddocks could be killed by his own mines in Sato Orbit
* Fixed that rarity colors of ships in ship dealer screen were incorrect
* Fixed interact marker on Spatial Bypass when constructing
* Fixed Primesense Observer giving too much expertise
* Fixed legendary weapon Devotion not consuming ULT energy when not placed in first weapon slot
* Fixed that for "Volatile Goods" job an explosion could still be triggered even though goods had already been unloaded
* Fixed that drone in "Volatile Goods" job could accidentally be destroyed by AI
* Fixed that secrets being incorrectly counted for the location completion due to the newly placed Mainframe Components in Zharkov, Khaït Nebula and Drake
* Fixed that Ramen Delivery Drones could carry objects
* Fixed "Omni Manus" sometimes causing the Missile Defense System not to trigger at all
* Fixed crafting inventory not being cleared after tutorial which led to the crystal gathering task already having some progress

**Updates**