Upgrades

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Upgrades can be bought at the Upgrade Station available in each system. They increase the effectiveness of one of your ship's systems or weapons.

The cost of an upgrade depends on how many upgrades you have already purchased. You can discard (reset) all upgrades and reclaim the purchase prices for each at an Upgrade Station, but the transaction will cost you 200 Flux. All pieces of the upgrade are additive, which means they are cumulative; changing the order that upgrades happen in does not change the cost. For instance, buying Level 1 of Shield and Armor, and then Level 2 of Shield and Armor, costs the same as buying Level 1 and 2 of Shield, then buying Level 1 and 2 of Armor.

Ships with premanufactured upgrades are the only exception to this rule. More details in Upgrade Cost Tables.

Elite tech is explained at a separate article, here: Elite Tech.

Weapon upgrades

Weapon upgrades give bonuses to different aspects of the weapon depending on the weapon being upgraded. See each weapon's description for details.

For a general guide to upgrading, go to the general guide.

Utility Upgrades

These are upgrades to your ship unrelated to any specific weapon. Each has a special ability activated with a hotkey; when you purchase the related upgrade, a helpful icon will appear on the right side of your HUD reminding you of the hotkey and showing a cooldown timer.

Shield

Shield.png
Increases shield regeneration rate and maximum shield value.

Reduces damage done to shield by 35%
The active ability Hardened Shields (hotkey: Q) reduces damage taken to 1 per hit for two seconds. This is great in both player and enemy battle, and is very vital for some precedures.

Shield.png
Block Damage!
More Shield!
UPGRADES
1
  • Increase Shield by 75.
  • Increase Shield Regen by 3.
  • Enable hardened shield ability, cooldown 12 seconds.
2
  • Increase Shield by 75.
  • Increase Shield Regen by 3.
3
  • Increase Shield by 75.
  • Increase Shield Regen by 3.
  • Reduce hardened shield cooldown to 8 seconds.
4
  • Increase Shield by 150.
  • Increase Shield Regen by 6.
  • Increase Projectile Speed by 10%.
5
  • Increase Shield by 225.
  • Increase Shield Regen by 9.
6
  • Increase Shield by 300.
  • Increase Shield Regen by 12.
  • Reduce hardened shield cooldown to 5 seconds.
Elite Techs (Lv. 100)
Maximum Shield.png
Increases Shield by 100%.
Shield Regen.png
Increases Shield Regeneration by 200%.
Convert Shield.png
Sacrifices 25% Maximum Shield to regen 1.5% of Maximum Health every second.
Lasting Hardened Shield.png
Increases the duration of Hardened Shield by 25%.
Rapid Recharge Hardened Shield.png
Decreases the cooldown of Hardened Shield by 20%.


Armor

Armor.png

Increases ship health, and reduces incoming damage per hit. Armor and health are used after your shields are depleted.
The active ability Repair (hotkey: F) restores your ship's health score by consuming a fraction of your active shields (not maximum shield score). This is the only way (Besides special weapons) to get your health back.

Level 1 +60 health +2 armor 25% of current shields converts to health with 200% efficiency
Level 2 +60 health +2 armor
Level 3 +60 health +2 armor 35% of current shields converts to health with 300% efficiency
Level 4 +120 health +3 armor
Level 5 +180 health +3 armor
Level 6 +240 health +5 armor 50% of current shields converts to health with 400% efficiency
Total +720 health +17 armor 50% of current shields converts to health with 400% efficiency

Elite Techs

Maximum Health

  • Increased Health by 100%

Increased Armor

  • Increase armor by 100%

Convert Health

  • Sacrifice 25% of Maximum Health to gain 75% shield regeneration

Optimized Repair

  • Increased amount of health gained by 100%

Rapid Recharge Repair

  • Decreases cooldown of convert by 50%

Unbreakable Armor

  • Armor can not be reduced under 75% of maximum

Engine

Engine.png

Increases acceleration and speed
The active ability Speed Boost (hotkey: E) gives a 1 second increase in current speed, but the player cannot turn. You can still be attacked in this speedy state. This is very useful for escaping fights with players and enemies, and to get places faster.

Level 1 +4% max speed +4% max acceleration +30% speed boost; cooldown 12 seconds
Level 2 +4% max speed +4% max acceleration
Level 3 +4% max speed +4% max acceleration +60% speed boost; cooldown 12 seconds
Level 4 +6% max speed +6% max acceleration
Level 5 +6% max speed +6% max acceleration
Level 6 +8% max speed +8% max acceleration +100% speed boost; cooldown 6 seconds
Total +32% max speed +32% max acceleration +100% speed boost; cooldown 6 seconds

Elite Techs

Overcharged Speed Boost

  • Increased bonus speed gained by speed boost by 100%

Improved Engines

  • Increases Engine speed by 10%

Rapid Recharge Speed Boost

  • Decreases cooldown of speed boost by 40%

Long Lasting Speed boost

  • Increases Speed Boost duration by 300%

Power

Power.png

Increases max power and power regeneration
The active ability Overload (hotkey: R) increases damage dealt and power consumed by all weapons for 5 seconds. This is good in battle for dealing a lot of damage in a small amount of time. You regain 22 power per second without any artifacts and regain 11 power per second when in the "red zone" of the power bar (less than 40).

Level 1 +5% max power +1% power regeneration +15% damage & power cost; cooldown 60 seconds
Level 2 +5% max power +1% power regeneration
Level 3 +8% max power +2% power regeneration +25% damage & power cost; cooldown 45 seconds
Level 4 +8% max power +2% power regeneration
Level 5 +10% max power +2% power regeneration
Level 6 +14% max power +2% power regeneration +35% damage & power cost; cooldown 30 seconds
Total +50% max power +10% power regeneration +35% damage & power cost; cooldown 30 seconds

Elite Techs

Overcharged Weapons

  • Increased damage from all weapons by 20%

Hypercharged Weapons

  • Increases attack speed of all weapons by 15%

Optimized Weapons

  • Reduced power use of weapons by 15%

Lasting power boost

  • Increases duration of damage boost by 200%

Super charged power boost

  • Increases damage bonus by 100%

Optimized power boost

  • Reduces power penalty of damage boost by 200%

Upgrade Cost Tables

The Steel cost of an Upgrade is related to two things:

  • The level of the Upgrade you're purchasing. This is referred to here as the "Fixed Cost" or "Level Cost".
  • The number of Upgrades you have previously purchased, regardless of level. This is referred to here as the "Incremental Cost" or "Cost Factor". Premanufactured upgrades do not contribute to Cost Factor.

Since these costs are additive, it does not matter which order upgrades are purchased in.

The exception to this rule is related to premanufactured upgrades. The incremental cost factor ignores any premanufactured upgrades, reducing the cost of other upgrades. However, once an upgrade is made to the premanufactured attribute, the premanufactured upgrades count towards incremental cost. For example, the Level 5 upgrade to the engine of a new Eagle Eye has an incremental cost factor of zero, but once that particular upgrade has been purchased, the next upgrade on the same ship will be priced as if 5 upgrades had been previously purchased. Thus, it becomes less expensive to upgrade other attributes before improving a premanufactured upgrade.

Fixed costs operate on a very simple rule: Cost starts at 400 for a level 1 Upgrade, and doubles for each additional level. The following table is complete and exhaustive; since the Cost Factor is zero before you buy your first Upgrade, these numbers are laid bare and are measurable to exact precision.

Level of Upgrade Fixed Cost
1 400
2 800
3 1600
4 3200
5 6400
6 12800

The incremental cost increases the price of all upgrades each time you buy an upgrade. For example, the first time you buy an upgrade, all costs go up by 416. The second time you buy an upgrade, all costs go up again, by 448 more. In general, the Nth time you buy an upgrade, all costs go up by 384+32N. This means that if you have already bought x upgrades, then all the costs will be higher than the above table, by 16x2 + 400x.

The Fixed Cost is added to the Incremental Cost to produce the final purchase price. Incremental Cost is harder to calculate, as it is based on a quadratic (parabolic) curve. Many elements of the following table are interpolated; numbers are given from both experimentally verified data points as well as a "best-effort" parabolic curve for the data so far. Projections listed are for 16x2 + 400x, which is an exact fit for low-level data points (through 9 upgrades) but may not be an accurate reflection of high-level prices. Finally, take "Observed" values with a grain of salt: Since they are displayed like "1.3K" instead of 1300, they have a big error bar: +/- 50 Steel! And that's just assuming they're being rounded to the nearest hundred and not "floored", which would push the error to +100.

Observed incremental costs in blue, plotted against projected data of 16x2 + 400x
Incremental Cost: Projected and Experimental
Number of Previous Upgrades Projected Cost Factor Observed Cost Factor
0 0 0
1 416 416
2 864 864
3 1344 1.3K
4 1856 1.9K
5 2400 2.4K
6 2976 3.0K
7 3584 3.6K
8 4224 4.2K
9 4896 4.9K
10 5600 5.6K
11 6336 6.3K
12 7104
13 7904
14 8736
15 9600
16 10496
17 11424
18 12384
19 13376 13.4K
20 14400 14.4K
21 15456
22 16544
23 17664
24 18816
25 20000
26 21216
27 22464
28 23744 23.7K
29 25056
30 26400
31 27776
32 29184
33 30624 30.6K
34 32096
35 33600
36 35136
37 36704
38 38304
39 39936
40 41600
41 43296
42 45024 45.0K
43 46784
44 48576
45 50400
46 52256
47 54144
48 56064
49 58016
50 60000
51 62016
52 64064
53 66144
54 68256
55 70400
56 72576
57 74784
58 77024
59 79296
60 81600
61 83936
62 86304
63 88704
64 91136

Levels 4, 5, and 6 seem to have a fixed cost of 320 hydrogen crystals, 360 plasma fluids, and 400 iridium, respectively. This fixed cost ignores however many upgrades you have already purchased, but increase at their own upgrade levels: the hydrogen crystal price seems to go up after you've purchased your first Level 4 Upgrade according to its own Cost Factor. This cost will be investigated in future studies.