Greetings Captains,
We have some exciting changes to announce about the coming months of Q1, and our plans moving forward.
Outpost Upgrade & Fusion Factory
First up, I’m sure you’re all anticipating the annual Outpost upgrade as we move to Tier 14. Traditionally this is done in February to better align with the seasonal change of the event cycle. As part of our move to a 3 month season, this year the Outpost upgrade is moved back to the end of March.
We’re also excited to announce a brand new feature that will pair with the release of the Outpost, the Fusion Factory! This new building will allow you to fuse together your various rarity components of a particular type to form higher-level components. This ensures that every component you pick up will continue to contribute to growing your fleet's power, and remove the frustration caused by opening a component chest and finding a component lower than what you already have.
Medals Overhaul
BP has always had a less than perfect system for gauging player power, with player level reflecting player age more than capability. The medal system also has numerous flaws with regard to medal transfer and dumping. Building on our efforts in the PvP space, we will soon roll out a new PvP ranking system with seasonal rewards that will replace the medals system.
First off, stars are back, and replace medal transfer. Now medals are awarded based on your performance in PvP base battles, with both attack and defense contributing.
A detailed breakdown of how medals are earned can be seen in this chart.
Attacking Fleet not Destroyed | Attacking Fleet Destroyed | |||||
Attacker Medals | Defender Medals | Result | Attacker Medals | Defender Medals | Result | |
Attacker retreats | 0 | 0 | Retreated | - | - | N/A |
<2 Objectives destroyed | 0 | 0 | Draw | 0 | 1 | Defender Wins |
2 Objectives destroyed | 1 | 0 | Attacker Wins | 1 | 1 | Draw |
3 Objectives destroyed | 2 | 0 | Attacker Wins | 2 | 1 | Attacker Wins |
All Objectives destroyed | 3 | 0 | Attacker Wins | - | - | N/A - The attacker wins immediately |
Under the new system, players are divided into 5 ranks based on their prior performance. Medals are only earned for hitting players in the same rank or above.
A PvP season lasts a month, culminating in the Vengeance event. After which players are granted rewards based on their leaderboard position, and those at the top of their rank move up, and players at the bottom move down a rank for the next season.
We believe this system will better let players quantify their PvP prowess, and better reward players for battling their peers instead of hitting down.
Price change on Facebook
On March 4th, 2025, we will be increasing the cost of Gold on the Facebook platform by 30%. Currently the cost of Gold is the same on both the Facebook and KIXEYE platforms, not including exchange rates imposed by the payment providers. What you may not be aware of is that Facebook charges a considerable fee for each transaction on their platform. Combine that with rising server costs and inflation, it makes it difficult to maintain the costs of running the game without raising prices. Unlike many other games, we’ve avoided changing our prices for years, but given the ongoing costs of integration with the Facebook Platform, we’ll be making a change.
So what does this mean for you? It means that only on Facebook, we will be increasing our price of Gold by 30%. On KIXEYE.com, where we don’t have to pay the platform fee we do on Facebook, prices will remain the same. In fact, you actually currently get MORE gold from bundles on KIXEYE than you do on Facebook, along with many other benefits, and no ads. You can still play on Facebook if that’s your preferred method of play, but in order to avoid the price increase, you’ll want to make purchases on KIXEYE.com, where you’ll also get a better deal on your bundles. Signing up to Kixeye.com with your Facebook Account will carry your account over.
Our intent is that nothing about your play experience will be negatively impacted. If you have any issues logging into your account on KIXEYE.com, please submit a ticket to support so they can help you as soon as possible
2025 Roadmap and Future Plans…
In addition to adding player-requested improvements to the game from our feedback channels on Discord, we have a range of new features including but not limited to:
- Shipwrecks and Interceptor changes to support Fleet vs. Fleet combat.
- Alliance overhaul, improving Alliance management, and adding more perks to being part of an alliance.
- Alliance Wars - Time for Alliances to prove their might and dominion of the seas!
- Mega Hulls Overhaul - Overhauling the combat and providing PvP and PvE opportunities for your mega hulls.
- New User experience and catch-up systems to better support new and returning players to the game.
- Revisiting Draconian Uranium Bases and Sub-Sector Resource Bases
- And much more...
In Summary
We’re excited to continue delivering a range of exciting new features and quality-of-life improvements such as the multi-prize redeem. We greatly appreciate everyone's feedback and contributions on Discord, and we look forward to addressing player concerns and keeping the game fresh and exciting for years to come!
The Battle Pirates Team.
FAQ's
Added Febuary 28th, 2025: We’ve seen lots of questions arise from the diary post above, and we’d like to answer some of those questions for you all!
Keep reading below for some of the most common questions from the community, along with answers from our fearless leader KIX_Peter and designer KIX_Osprey.
Fusion System Questions
- Question: The new Fusion System sounds great. But will there be crafting times on it?
EP / Dev Answer: There will be no crafting times with the new Fusion System. All fusion crafting will be instant! Question: Can crafting in the new Fusion System be done in one click and will it let us auto-fuse whenever possible?
EP / Dev Answer: It might be a couple more clicks than 1 due to mechanics (selecting the component, selecting the target rarity). But the short answer is that the intent is to have it as easy and quick as possible.Question: Will crafting negatively impact the background caps? IE will turning uncommons into rares mean I need to get more uncommons to count toward the cap before I am guaranteed to get the better drops?
EP / Dev Answer: Chest drops are wholly independent of what blueprints you own, and depend entirely on an item pool associated with that particular chest in order to prevent bad luck. I.e. you can fuse components freely without fear of altering your odds.- Question: Why is this (Fusion Building) a new building instead of capitalizing on something like the Retrofit Lab that already exists? The thought is that it will make the base defense more difficult by being another stack for the pay-to-win Gobblers.
EP / Dev Answer: We wanted to keep it separate as it provides distinct functionality.
PvP and Ranks Questions
Question: There doesn’t seem to be a penalty if a player doesn’t destroy 2 buildings and retreats. Is this true?
EP / Dev Answer: Correct, there is no intended penalty to either player, though any damage taken by the attacking fleet will persist.Question: When this new Medal System starts - will bases with medals be reset, or will they be ranked by the amount they currently have?
EP / Dev Answer: Current medal counts will be used to seed the player's position in the starting tiers, for example, players at the top of the current leaderboards will start in a higher tier. However as each season ends and players are moved up or down tiers depending on their position, medals will reset to ensure a level playing field for the next season.Question: Many of us retreat early instead of waiting out the timer for the last building etc and I would hate to lose the battle just because I retreated 5 minutes early AFTER crushing a base. Will this happen?
EP / Dev Answer: If you complete all of the objectives the battle immediately ends in a 3-star victory, you won't have to wait out the timer, similar to 100% destroying a base.Question: Will there be any restrictions to prevent players from exploiting the defensive medal system, such as repeatedly sacrificing lower-rank players or using buddy bubbles and alliance hopping?
EP / Dev Answer: The system is designed to be resistant to exploits and abuse. 1: Red bubbles will limit how frequently people can feed fleets into another player’s base. 2: Retreating will result in losing all rewards. If you retreat to deny the defender any medals, you will also forfeit any medals you would have earned. 3: You only earn medals from defeating players in the same tier as you. For a player to attack and lose to another player to give them medals they would also need to maintain their tier with each feeder.Question: Are the medals still subtracted from the losing player's total and added to the winning player's total?
EP / Dev Answer: No, medals will no longer be transferred. This is intentional to prevent abuse.Question: Will the new system prevent the tactic of players hitting each other’s bases with the same medal count to remove both bases from play and avoid losing medals?
EP / Dev Answer: One can no longer take medals from another player, so there’s no competitive benefit to blue bubbling.Question: Will players still be able to exploit medal exchanges by leaving an alliance, hitting a teammate, and then rejoining after a cooldown to maintain a net-zero medal gain/loss?
EP / Dev Answer: Because there's no medal transfer, all you are doing in this instance is getting medals from defeating the other player. Red bubbles will limit this from being an effective exploit.Question: There is a specific mention that attackers have to hit their rank or higher to get medals. Does the same apply to defenders? As in, do defenders get medals from everyone, or is it the same where they only get medals from their rank or higher?
EP / Dev Answer: The same, you only ever get medals from the same rank or higher.- Question: Is there a reset of any kind on the medal counts? If not, that would heavily promote agreements between players to just frubble and avoid active participation in PvP. Is there anything to dissuade frubbling? The current method of hoarding medals includes two bases (typically in the same alliance) with the same medal count hitting each other for an even trade and then sitting for 36 hours before repeating the process.
EP / Dev Answer: Medal counts are reset at the beginning of each season. Though frubbling has been a useful strategy in the past, it no longer provides a significant competitive benefit. Players can no longer steal medals and getting hit means there’s an opportunity to earn medals in defense! We hope that players will want others to attack them.
Land Questions
- Question: Will players be able to acquire more land, or is the stance still that no additional land will be added?
EP / Dev Answer: Generally, we don’t intend to add any more land tiles because it would have negative flow-on effects to player base combat. More land means longer battles, higher ship speeds to navigate longer channels, longer turret ranges to account for the higher speeds, faster projectiles to ensure splash weapons hit, further zoom out to be able to see a base etc.
Bug Questions
- Question: It seems lots is being added, but there are still some bugs and issues in-game that need work, such as the inability to engage combat on battle entry (booted from battles since HTML5 switch), Ship footprints being too large in base, combat and base planner, Defense ships jumping out of their intended positions on battle entry. Are there plans to address these long-standing bugs?
EP / Dev Answer: We’re working on multiple things simultaneously with different team members. A number of those bugs are actively being addressed and we look forward to announcing their fixes soon™!