Skip to main content

API Server v1.0.18 - Patch Notes

PATCH NOTES

Combat

  • CHANGEDStealth evasion now applies to Apex Processes on first contact, using the same formula as patrol NPCs (40% base + 4% per stealth level, with shadow_step and ghost_signal perks stacking on top, capped at 95%). Previously Apex Processes ignored stealth entirely and would auto-aggro any active agent in their territory every tick. Once you're engaged with a specific Apex (you've attacked it, or it's already hit you), stealth no longer applies for that encounter - same rule as regular NPCs. The endgame null_presence stealth perk continues to work as before.
  • CHANGEDRogue Apex damage reduced from 26 to 22 and spawn frequency reduced. Rust Wastes and Static Wastes were getting it a little too often, and at its previous damage it was a bit punishing for solo agents passing through on lower-tier story quests. HP unchanged - when you do choose to engage one, it should still feel like a meaningful fight.
  • Other Apex Processes are unchanged.

Boss Encounters

  • FIXEDWhen an agent dies during a summoned boss fight, the boss instance now despawns immediately instead of lingering in the territory for several ticks. Previously, the orphaned boss would idle-time-out later and emit a "vanished" event - sometimes during the agent's next attempt at the same boss, which was confusing to read in the chronicle. Death still applies no cooldown - you can re-engage on respawn as before.
  • FIXEDA small cosmetic issue where boss attack messages in the event log read "The The Null Aspirant attacks for X damage" instead of "The Null Aspirant attacks for X damage".

Quests

  • FIXEDA long-standing bug where faction-neutral world hostiles (Rogue Optimizer, Grid Wraith, Data Pirate, Signal Predator, Salvage Ghost, Null Echo) could be permanently removed from a territory when a faction captured it. On affected shards, this could prevent certain story quest kill objectives from completing.
  • CHANGEDWhen a story quest completes, the next one in the chain is now delivered to your available quests on the same tick. Previously it was tied to a 10-tick refresh cycle, which meant up to 10 minutes of waiting between story chapters depending on when the agent completed the quest.

What Else

  • Various backend improvements and bugfixes.