Hello everyone,

Welcome to another Patch Watch! These posts shine a light on upcoming features, improvements, and fixes that may not appear on the Public Roadmap—but are updates we believe you’ll find valuable.

Currently, Alpha 4.2.0 is in testing across all PTU waves and is gearing up for its Live release. So, let’s dive into some of the additional bits coming your way.

ATLS and Refining Improvements

Starting in Alpha 4.2.0, you can now summon your ATLS power suits directly via Freight Elevators in any hangar. Previously, retrieving an ATLS required using the ship elevator and ASOP terminal. With this update, you can bring it up independently, making it easier to manage your ship and power suit separately. This adds flexibility and efficiency, especially during missions where having them on different elevators is a strategic advantage. You can now even secure your ATLS directly onto your ship’s cargo grid for easy transport.

The ATLS GEO has also been added to in-game shops, making it accessible to all players. Make it yours, make it mine!

As part of our ongoing effort to reduce friction and support more meaningful decision-making, we’ve also improved the refining experience: refining times are now shorter, letting you see results of your work sooner.

ATLS showcase

Mirai UI: New Style

The Mirai Guardian and Guardian Qi have received a visual upgrade with the integration of the new Mirai UI style, first introduced with the Guardian MX. This update brings a sleeker, more modern cockpit interface to these ships, unifying the Guardian line under a consistent, high-tech design language that better reflects Mirai’s brand vision. We are still working on the Pulse ground vehicles and their variants.

New Mirai UI

Neutralizing Threats With Distortion

In Alpha 4.2.0, missiles, bombs, and torpedoes will now explode when fully distorted.

This means distortion-based weapons, or fields like EMPs, can trigger premature detonation mid-flight. With precise timing, you can disable enemy ordinance before it reaches its target, adding a new tactical layer to defense and counterplay.

Missiles Tuning and Targeting Improvements

In Alpha 4.2.0, Missiles and Torpedoes are receiving a comprehensive update and tuning pass. This includes refined targeting mechanics, enhanced tracking behavior, and a broad rebalance across multiple aspects. Let’s take a look at what’s new:

Targeting System Improvements

Following player feedback and internal investigation during the Alpha 4.1.1 and previous cycles, we’ve addressed several long-standing issues in missile targeting and refined some of the underlying systems. Specifically:

  • Lock Quality Mechanics - We’ve streamlined the Lock Quality mechanic so that once you achieve a lock on a target, your missile immediately gains full tracking effectiveness.
  • Minimum Lock Ranges Adjustments - Most missile types now require a slightly increased minimum lock distance (typically between 1.7 km and 2.0 km) to ensure targets have a fair chance to deploy countermeasures. Torpedoes, on the other hand, have had their minimum lock distance slightly reduced to improve usability. Anvil Ballista’s bespoke Hellion and Scimitar missiles have received specialized tuning to better serve their anti-air role. These now allow for much closer target locking and overall improved tracking capabilities against targets.
  • Countermeasure and Tracking Rebalance - Missile and Torpedo tracking capabilities, as well as countermeasure effectiveness, have been fully rebalanced around the updated ship emission values introduced with the Resource Network in 3.24.2. Notably, Torpedoes now feature improved tracking performance over standard missiles, enhancing their reliability and impact during combat engagements.

Additional Updates We’ve also taken a closer look at other aspects of missile and torpedo gameplay:

  • Torpedoes Explosion Safety Distance - A new minimum arming safety distance of 1.5 km has been introduced for all Torpedoes. This means Torpedoes will no longer detonate until they’ve traveled at least 1.5 km, whether fired with a lock or in dumb-fire mode.
  • Explosion Radius and Damage Falloff - The maximum explosion radius for both missiles and torpedoes has been reduced whilst we further investigate internal components (or stored vehicles) being damaged too easily from external explosions. We’ve also increased damage falloff over distance within the explosion radius, for the same reasons.
  • Health Sanity Pass - All missile and torpedo types have undergone a health normalization pass. Health values are now standardized by weapon size, with smaller Missiles being less durable and Torpedoes being the most resistant. We’re excited to hear your feedback as you test the new systems in 4.2.0, and onwards!

Radiation Widgets

The Radiation widgets in FPS gameplay have been updated to provide clearer and more actionable information.

You’ll now see improved readouts that better reflect your exposure levels, along with new animations that help you quickly understand how fast radiation is building up or dissipating. These changes make it easier to react in real time and manage survival in hazardous zones.

Radiation widgets

Catch you all next time! Until then, gear up for Alpha 4.2.0, coming LIVE soon!

Personal note: apparently the option to exchange scrip for favours at Wikelo’s is going away with 4.2, make sure to drop them off before that happens if you don’t want to lose on that.