February 23, 2026

Automata Patch Update Feedback

Hello everyone,

It's that time of the year again - It has been more than a day since the patch's release yesterday. I'm here to gather feedback so that we could study and improve upon the mod in the following micro patches. Have you explored or seen everything in the mod yet? If so, feel free to say anything you want about the update.

Comments (70)

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TheLord999 · March 18, 2026

Pretty good overall, however I have a problem with the special economic zone where I can’t buy much because the tab that open when I try to buy something spawn to far down my screen and I can’t purchase much (the miscellaneous tab appear no problem for some reason)

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Grey Draco · March 18, 2026

Awesome update for probably best mod in starsector. <3 On side note, is there a way to get neuko thats not suicidal? Automata ships have paper thin armor, and some are dedicated carriers. I want to use neukos for their special abilities for strikecraft, am I missing something about their personality?

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CY / Milkydromeda · March 18, 2026

We have reports that personality change mechanic on the neuko cores aren't working to most people, we intended to fix that in the following patch whenever my coder returns to the team. In the mean time, try hover your mouse over 'automata specifications' hullmod and use the numbers to change personality when the core is installed.

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TheLoneKek · March 14, 2026

For the love of god, can we make the Downstream cannon projectile not launch ships at mach 10 on impact? I absolutely love it but it makes using it in combat feel bad. PS: Mod is absolutely incredible, I am enjoying it a ton!

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Psyentific · March 10, 2026

All of the 'squadron leader' experimental flagships (Seiichi Kai, Super Nakiha, Moravia etc) that can provide Squadron Suite hullmod buffs ought to have that hullmod built-in. Otherwise it's just a 15 OP 'feat tax' to unlock the main feature of the hull; no reason to bring Super Naki over two regular Nakis if she's not packing squadron suite. For comparison, consider the sephira Reprise-class and armaa Ceylon-class; both built around an AoE fleetbuff aura, but the aura comes built-in to the ship rather than paying more on top. And, while I'm on the subject, I just spent an evening messing around with Super Nakiha, both in the sims and the ship editor(!), and I just cannot make her work in a way that 'feels' good. She doesn't have enough acceleration to do good sidestrafe-dodging, but if that's tuned up then dimensional dive becomes overtuned. Super Naki also has the same undergunned layout as regular Naki, but on the larger hull (Eradicator-sized!) it feels downright anemic. Leaving the small turrets for PD means she's got two composite hardpoints and one universal turret plus the missiles; that is only one turret more than a Hammerhead and the Hammerhead gets ammo feed for more dakka. If your composite hardpoints are for kinetic pressure, then your HE strike is going to be underpowered; likewise if your composite hardpoints are for HE strike (yokatas work best imo) then your kinetic pressure (one hikone or one tona, lmao) is going to struggle to win the flux trade. Switching the HVDU-R rocket pods from explosive damage to kinetic helped with that (was this a bug? depleted uranium is kinetic-type damage IRL) but the rockets have too much scatter to land the whole volley. If you're shooting slightly off-bore (common because super naki likes to reposition but is sluggish to reorient back on-target) then you're liable to miss half the volley. Even going into ship editor to add another 2 small hybrid turrets for claris/cantata (there's space by the bridge), even over-tuning its stats and solo'ing an Eradicator with it in the sims, even replacing the built-in HVDU rockets with Herexa autoloaders (try this, it feels better with ballistic fangs) it still feels like ass. Fat and sluggish, unresponsive for dodging or circle-strafing, ends up just slugging it out and winning on flux/dakka. Kinda disappointed overall, Super Naki is more of a 2-4-11 than an Ace Custom. I miss my Valkazard. edit: you can directly compare Super Naki to the DME Snow Goose; both destroyer-sized 'superfrigates' meant to support a wolfpack by strike-and-maneuver and punching up against cruisers & capitals. Snow Goose is better at duck-and-weave, has a more robust missile payload, has built-in PD lasers in addition to its small turret battery, and is overall much more fun to fly.

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Psyentific · March 6, 2026

Nakiha got a bit overnerfed imo, now it's ever-so-slightly kinda bad. Suggest changing weapon slot 1 & 2 (left & right PD guns) to have an arc of 210 and angle of +/-75 rather than 180 & 90. This will give the left & right guns 30 degrees of crossover on the front arc which will help it fight other frigates (lasher, centurion etc) well. Could just as well tone that down to 20 degrees of crossover (arc 200 & angle 80) or 10 degrees of crossover (190 & 85), depending on how fine a point you want to put on it. The lack of crossover right now means Nakiha is effectively paying twice for one gun because only one can be facing the main target. Also, swap Nakiha (M)'s built-in Amazochs for Oboes. The KE MIRVs obsolete the old KE Torps entirely and woodwinds are based.

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Ice · March 1, 2026

Yo, I sent you a friend req on discord to show you a image but I believe you uh, accidentally left a admin salvage or smth in because i found a small cluster of derilcts, and when I salvaged it, i got like every single item and modspec in the damn game

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CY / Milkydromeda · March 1, 2026

Huh? It's alright, thats you being lucky. I don't ever recall having an 'admin salvage' or whatever in my mod.

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Kadi Kaddington · March 1, 2026

Suggestion for the special trade zone: Shift-click to directly buy one, ctrl-click to buy the whole stack/as many as funds allow. Would allow saving... 2/3rds or more of the clicks, and is in line with vanilla shopping. Assuming it can be done. Lack of confirmation may be an issue, but... worth it in my eyes, for how big of a QoL increase it is. Easy enough to get used to. Secondary Focus is kinda borked at the moment. The top description says it's about weapon type. The "Technical Details" section says it depends on the mount type. Either way, the math doesn't math for me, and I've never gotten Energy modifiers, only Hybrid. Even with Tachyon Lances in universal slots. ... haven't tried ballistic weapons/slots. I've enjoyed having the Mooparia, but compared to the other Supercarriers... 2 extra fighter slots over the Neuxoria feels a bit low to me. The Large mounts on that give so much punch and flexibility (L-Vocal chaff? Meitou Chorus area chaff-clear and long range support? Semibreves?), plus the other slots (Minibreve pods?). Similarly with the Zepporia, which is even more of a brick that punches you. Becoming a floating target for just 2/3 more fighter slots... I don't know. Even acknowledging it does help you reach critical mass of fighters/bombers, in direct comparison it feels low, for what you miss out on. But the biggest issue staying on my mind and close to my heart is the Garuda. It looks cool to shoot. It sounds cool to shoot. It's fine on the Lynx, because Frigate. With a super-gun. Somehow. Cool, in a ridiculous, exasperating way. On the Constellyria? The Garuda just feels bad, to me. It doesn't do much damage, aiming it is problematic, and the flux injection of a single hit usually feels negligible. Maybe with perfect timing? But then the firing delay (and aiming) makes that too difficult here. Too little payoff for too much effort, from where I'm at. From a quick test drive on the Novaeria in the simulator, against mediocre ships, its performance *fine* there (read: my admittedly very high expectations were not met). The quadruple-hit allows to flux out big enemy ships with some planning, which is... neat. Though personally, I prefer just breaking the enemy ships with the Solvernia's big guns. Overall, for the big, featured, special, truly limited guns... it's too gimmicky, in my opinion. Too many hoops to jump through for very limited payoff. I understand the idea of an energy weapon that really punishes hitting armor/hull (it makes building ships more interesting), and the hard flux injection is a cool gimmick. Without the Garuda-connection, it's a perfectly fine niche for the Axia line, though the firing delay really does make timing the hits for fluxing out the enemy needlessly hard, considering how decent the AI is at avoiding fluxing out. The delay also dramatically lowers accuracy when you/the AI turns the ship while shooting. Anyhow. Garuda. At the end of the day, I am of the opinion that the Garuda is not the best place to go all-in on such a gimmick. At least the Constellyria is suffering for it in my eyes, and I could see myself have more fun with the other versions, too. On the Novaeria, I don't want to carefully time my nigh-unique guns to debuff targets dying seconds later anyway, *I want to carve lines of death into the enemy formations, declaring "Nothing lives there!!!!"*. The gun is more limited than the 'breves. Let us go overboard with it? Please?

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Zearth . · February 28, 2026

Anyone having issues trying to buy stuff from the special trade zone? Text Box seems to clip to the bottom of the screen causing the issue.

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Andrew Cheles · February 27, 2026

I've encountered two bugs with the Isenoria II: In the right hangar section, one weapon lacks a defined firing arc, which keeps it from rotating. The Rafflesya 1 frequently hangs on 'launching' status and fails to engage targets.

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Neko · March 9, 2026

I got the same error that Rafflesya 1 just stays in hangar during auto combat. But Rafflesya 2 works fine.

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Woko13 · February 27, 2026

Is there a way to get more colony permits after reaching max commission rank or just be happy with three colonies? Loving the mod and improvements.

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idk · February 27, 2026

I just got the black sorceress and I noticed that you cannot actually look at RIL/X's skills. She seems to have a unique skill but I cannot fgure out how to click on her since she doesn't show up in the options. Aside from that I very much like the whole shop idea, I'd love to see it get expanded even more, though tbh I don't know exactly how, I just like it. A unique station type would be very cool, with integration to aotd t4 stations for new auroria. With the cooler stations I'd love a further threat to the UAF, in most of my games they don't get targeted much. New ships are very cool, but I'm a fan of the heavier, slower battleline ships with carriers. New quests with the two girls are a bit rough, I was a bit shocked how fast and easy you can fail without any real warning or way to react as things go bad, but I did enjoy the general writing and that we get more backstory. It definitely made me get more attached to all of the characters. There is a bit much flirting and some scenes can be a bit over the top/cringe, where characters are supposed to be more scary. I personally don't like if the text describes the reactions and thoughts of the player character too much, it's often better to give more options for answers or let the player fill in the blanks themselves as they most often have a way their character would react in mind if they like to be a bit more involved. But I still enjoyed it and would love to see more story content like that. There are a bit too many fighter, or at least it's hard to differentiate them with how similar some are tbh. Giving them clearer strengths and weaknesses, or differences would be kind of cool. Or honestly just changing the weapons names to something more easily recognizable. That was much criticism but I'd still say the update was very very good and I'm just very happy to get more content of my favourite mod.

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Navataly · February 26, 2026

I will admit, I am slightly saddened I can’t command my own cool black automata ship, but I guess it’s kinda par the course. Still a great update though! Fuggin’ love it!

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Mergander · February 26, 2026

The literal only confusion I have regarding the patch is that the automata Sentry's description and sprite indicates it has two Tona IV cannons, but it genuinely only has one built in Tona IV? A little silly. :>

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Fen · February 26, 2026

So far so good. But I wonder where did Inari go :<

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j · February 25, 2026

Only issue is you cant store ships that have been automated in auroran territory

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CY / Milkydromeda · February 26, 2026

That's a vanilla thing. You can't store automated ships on markets even outside the faction itself. There's nothing I can do about that from here.

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Chrismmar · February 25, 2026

Forgot to mention this in my original comment, but I also think the special AI cores from this mod should give buffs to your colonies just like the vanilla counterparts to them, but I can see that potentially being overpowered in your eyes, since you can just buy them for CC.

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CY / Milkydromeda · February 25, 2026

I am interested to offer administrative Neukos actually. We just don't have time for thing. We'll see what we can do in the future!

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swypeng · February 25, 2026

I really enjoy the new update these days, and my favourite is Yimie's quest line: very complete, multiple ways to fullfill the quest, choices with different consequences, and impressive rewards. There's only one possible problem: even though the dialogue has clearly implied the urgency, I still think there should be a more direct hint on the time limit in the mission info. I wish the other part of the completed campaign can maintain this high level!

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CY / Milkydromeda · February 25, 2026

I have an idea on how to inform the player without breaking the narrative. It'll just be a pop-up info that appears right before you accept the quest.

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Eli Zink · February 25, 2026

Made my favorite mod more favoriter. I think my biggest problem is I don't remember if I got to pet the cat at the end of the awesome cat mini sequence. XD I really like how some of the bundles in the new special economic zone store specify they are made from existing fleet doctrine. "A standard Auroran carrier group." I love matching my fleets to lore so it's cool to take a peek at maybe how you envisioned the fleets being built and used in the world itself. I wouldn't mind more lore, though! The new repair docks are super cool, as is the ability to buy Neuko cores. I may actually need to make an AI fleet. It's just hard to try out the Energy weapons in your faction because I have so much fun with the Ballistic ones already. And this isn't even a real problem, but rip HIMMEL. We will remember you existed. The sacrifice made for not needing to detour to get my beautiful Favonius affiliate packages.

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Komodo gaming · February 24, 2026

Only one nitpick, I liked the old Roria Esvernia better. But that's only a personal preference. Everything else is incredible. Tilted daggers was AMAZING!

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Kadi Kaddington · February 24, 2026

Loving the consolidated systems. As has been mentioned, the amount of nebula in Aoi-Ayama is a bit high though. Loving the Lynx, especially since you can get it month 1. Though I wish it gave you the option to start it as human-pilotable. It doesn't take long to change if you beeline it (and know to/how to), but still. Loving the Neukos. Playing AS a Neuko could be interesting, but I'd guess it wasn't a priority. Understandably. Speaking of starts: I wish I could start in a Super Nakiha, since it's the leader-type to the most flexible small craft you have, and it's annoying to get otherwise. Loving that you can get more of the special fighter wings now. That said, I wish their descriptions communicated better what you want to use them as/against. Many just seem to be "very good fighter (not bomber)", and... yeah. Hitting F1 to see the details of their armaments helps, but how many players don't know that is an option? Loving the new quests. Though as has been mentioned before, I also wish the time limit on the Lyora quest were handled better, especially since you can stumble into it day 1 when you just can't deal with it. Loving the new special bounties, Alex's way to get CC, and the new CC shop overall. Speaking of CC: for lategame, an industry that automatically produces CC, or an item that makes the Confectionary industry make less credits and some CC instead, could be a cool addition. I don't want to beat you over the head with balance, but for being such a special, actually limited weapon, the Garuda does feel a bit anemic. Maybe fine in the Lynx, but on the Constelyria 125dps feels underwhelming. Cannot speak for the ones on the Novaeria. On second look... there is that secondary "500 hard flux on armor/hull hit" effect, and maybe more "extra damage"? But even then... being able to force the enemy to flux out is nice, and probably powerful in its niche, but it's not visible enough, and the "extra damage" is very vague. Overall it's not what I expected from a special, truly limited superweapon? ... Maybe if it pierced through everything in its line...... or maybe communicating the effects better already helps. (Edit: 3rd look. Tachyon Lance's secondary effect seems very similar to the Garuda's, and also does something on hitting shields... while doing double the base DPS, with perfect accuracy and instant hits) The Axia line has similar issues, in my eyes. Having said that, after a slow start, once I got steamrolling it still didn't stop, even with the changed balance. The Persephone/Songbird has such a stupid alpha strike still, it's ridiculous. The regular Purcellyra actually cannot keep up, comparatively. Or maybe I built mine wrong.

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CY / Milkydromeda · February 24, 2026

I see, perhaps you're using the wrong thing for the wrong enemy with overly optimistic expectation? I wanted the garuda to feel painful upon impact against hull and armor. Initially, the laser was suppose to deal higher damage but we so far weren't able to solve that ghostly laser damage even when the laser already stopped firing. Oh there's one more thing to consider. The Garuda shares the same script at the moment. If I buff it, it will affect other ships that uses that weapon. So we have to be considerate about it. ( Like the Axia, which is spammable by having multiple of them ) With luck, I hope we can fix that issue someday so that we can dedicate the laser to be the shield breaker while the shock projectile remains as the hull breaker! Thank you for your feedback. Oh, and I like the idea of an industry that produces C.C. Maybe its time to do some tourism eh?

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Kelvin Vuong · February 24, 2026

Not sure if this was reported by anyone else, but the keycard shop UI seems to be bugged; anything on the top most row for items or bundles has its card cut off below the screen. And items at the second row level would have partial cutoff. Tested and replicated the behaviour at 3840x2160 (at 100% and at 200% UI scaling) and for 1920x1080 (at 100% UI scaling). That aside, I really enjoyed the new story lines for Yimie and Mizuki over the previous spam-a-bunch-of-marines quest; same for Nia's Lynx quest. I also thought I would dislike the consolidation of the UAF core, but I found it much more cozy than the previous three systems setup. EDIT: I also like the new quest giver for the mimic bounties, makes getting the UAF key cards at lot more predictable/reliable. Also like the Mei Yu has some tangible effect with the player now.

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Global Player · February 24, 2026

I had the same problem as you, i asked CY and he said to update the mod Ashlib to version 2.1.1 and this fixed it.

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Naevera · February 24, 2026

Hmmm, given the way Yimie's story goes, have you considered making the Hyper Aria a Strikecraft using Armaa, or an optional expansion for it as such? I'd love to put her in the cockpit rather than in command of a ship, I don't know how keen you are on trying to integrate with other mods. Either way, just resolved their questline and got the rewards, it feels a lot more earned now than the former questline. Bravo for the execution, loved it. I'm curious if the Mimics are gonna come up relevant again, haven't seen much from that but it was a cool sub-plot. Would like to maybe see them as an antagonistic faction pop up, would give more chances to earn UAF material via combat without making an enemy out of them too. (If I'm already in the ballpark of where that plot goes, disregard I guess lol)

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CY / Milkydromeda · February 24, 2026

Collaboration with another mod was not in my priority list. Its more important to be internally stable first before doing fun stuff like that.. but we'll see in the future.

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Nex · February 24, 2026

The Moraffia-class have mixed up drones types. The Drone Destroyer has the Ribut Sniper drones which state they were made for the Exploration variant and the Exploration variant has the Sokhuri drones which state they were made for the Drone Destroyer. The systems have a ridiculous amount of nebula in them, as others have already said. For the amount of POIs in the systems that need traveled to after they were condensed, the constant slowing down is very annoying. Taking away New Aurora's military market makes little sense to me and just adds to the tedium of needing to fly to the different POIs to get items, which then make me fly through more of the obnoxiously abundant nebula and experience more slowdowns. A lot of weapons and ships across the board now feel quite anemic and feel almost pointless to use, which is odd when faced with the amount of time and effort put into the quality of the art and sound for them. And a lot of the lower end support weapons for this mod already struggled to compete in my opinion, against vanilla or modded ships. I'm not sure if you did something to missiles but they feel really fragile/weak. I loved using the missile ships in the last version but now even a small amount of PD gimps them. This weird desire to nerf the hell out of your weapons suddenly just feels like balancing whiplash after years of them having a reputation for being powerful and fun. Now they look even cooler but feel like peashooters. Which makes me feel far less inclined to use them despite how how good they look and sound. Personally, I played this mod because I loved the ship and weapon designs and how punchy and powerful the weapons felt. Watching previously powerful weapons now tickle vanilla ships just kills my enthusiasm to play this mod, especially considering this is my main faction when playing Starsector. I have little desire to seek out the new ships and quest that so much effort was poured into when it feels like I'm being given a watered-down version of what I would have gotten in the past. Why chase a reward when I'm being let down by the gameplay of it? I absolutely disagree with the sentiment that a nerf was "needed" for this mod. And the nerf we got feels like a massive over-correction in response to a vocal minority. If I wanted to play with weapons that were vanilla balanced (or worse than vanilla now in some cases), I wouldn't download a mod in the first place. Despite your comments on Reddit claiming that you didn't change what made UAF enjoyable, you absolutely did. Your own nerfs that change how your faction is played are proof, its not subjective when its just blatant fact. It almost feels like being gaslit reading those responses. So, I'll be putting this and Starsector (only reason I started it back up was for this update) on the backburner until I either get the energy to rebalance the weapons myself or I see them get buffed in a patch. Overall, I was quite excited for this update but find myself ultimately disappointed in the actual gameplay.. which is the most important part. 10/10 Art. 10/10 Sound. The story and lore writing is massively improved. But the weapon and ship nerfs are a rotting dead fish on top of the cake. Thank you for the hard work and effort in your mod that I have thoroughly enjoyed for years. But I sincerely hope you reverse course on your balancing changes, which give me flashbacks to early Helldivers 2 days.

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CY / Milkydromeda · February 24, 2026

Then let's agree to disagree because the things I read in several paragraphs are unusable for me to study and improve upon. Its just a rant in my eyes. The UAF is still a toy in a sandbox. You don't like the changes? Then download the previous version and alter the numbers as you see fit. You can always keep the altered version saved up somewhere just in case if you don't wanna lose it to an update. New Aurora is still a militarized world, did you ignore the November GHQ being placed there? Believe it or not, that actually spawns the elite patrol for the system. Or did you also just pretend that Lunamun, the primary staging point of the faction just don't exist? I can respect your disagreement about the nerf but at least be constructive about it, ranting about it will not get you nowhere because all you ever do is just hurting me and discouraging me to be at least sympathetic towards your cause and perhaps give it another look when I can. You just disappointed me with how you are easily discouraged just by focusing too much on the nerfs than seeing the whole picture and give it more time to play with. Besides, balance are just numbers in my eyes. Its the theme, aesthetic and settings that are more important to me. You can always suggest something could be better or lessened to compensate. Its called BALANCE for a reason. Not a nerfhammer. Let me be clear about this. I am adamant about my decision to rebalance the mod once and for all so that I can be spiritually at peace about it. This is necessary for me to do so. I have my grudges about the changes myself, but if I didn't do it - I'll never be at peace. This is something I can't explain to you unless you know how it feels like to be a world builder stuck in a god damn game or community only cares about balance and doesn't want me to exist. This is my last attempt at that. If you can't respect it, so be it. Do you know how it feels like to be forced down your throat with a reputation that you didn't asked for? and then becoming the black sheep of the modiverse for something you think you didn't deserve? I never wanted my fucking faction to be almighty powerful, they're just a faction forced into the sector by an unknown benefactor, forced to survive against all odds with neither the technological or manpower to even have a chance. but guess what? If I make my faction intentionally fucking weak and unplayable. Who the fuck will play the damn mod in the first place? So basically, fucked if I do. fucked if I don't. I guess in the end, you and I sought different things. I seek to end this project and move onto another but not before leaving a story behind to tell and experience with. You wanted the mod to be the almighty kick-ass faction from back when. It still does whether you believe it or not. That's up to you, not me. If I sound like I'm insulting you by any chance than I humbly apologize but I have to make it clear that I did this under my own conscious and I went out of my way to reply to you so that you know that I'm dead serious. Also, its very unfair to compare a passion mod project by a random artist to a triple-A studio game like Helldiver 2. Your comparison made little sense there but I do agree that their sense of balancing is fucked up.

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Ashreon · February 23, 2026

Nexerelin and GraphicLibs are not required anymore is that normal did a miss something in the patch note ?

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CY / Milkydromeda · February 24, 2026

You missed the requirement actually.

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R4ampage · February 23, 2026

Haven't had time to fully experience it yet (because I do a different mod as an Intro chapter for my Character in my current run before joining up with the UAF) but the Weapons and things I have found randomly throughout the Sector make me really look forward to it!

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Paladin_T · February 23, 2026

I love the Isenoria but I kinda miss the old look of the Rafflesya

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Zynirith · February 23, 2026

Black Sorceress is really fun to pilot. Novaeria I haven’t gotten to try yet but she’s a great fleet anchor. Sound effects are top tier when she fires her main battery. My only gripe is lack of skills for human officers/player character. But other than that 10/10 patch looking forward to whatever you do next. Side note: Neukos are hot when romance content?

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Chrismmar · February 23, 2026

I don't know if I'm just not doing it right, but every time I use some of the lighter, smaller guns from this mod, they just get outperformed by the vanilla ships with similar vanilla guns. guns like the claris definately IMO need a buff compared since they do basically nothing compared to similarly sized missles that can one shot small craft for similar OP. I also find it ironic that this mod's specialty is fighters and missles, but they are the closest to the void where missles and fighters are least effective. Otherwise I still love this mod and will probably never play starsector without it ever since I tried it out.

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CY / Milkydromeda · February 24, 2026

I see, thanks for your feedback.

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Darrudejameson · February 23, 2026

After quite a few hours in i have one suggestion, can you code the neuko cores with the ability to change their behaviour from fearless, the ships are fragile as is and they plunge themselves into the middle of the enemy battle line and get melted.

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CY / Milkydromeda · February 23, 2026

What if I tell you that's already a thing? Hover your mouse over the Automata Specification hullmod when a Neuko Core is installed.

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Michael Gregg · February 23, 2026

Hello Fantastic mod love some of the new changes and the spooky story is great too. But i will comment on two things. Some of the ships kind of under performed this turn around i found in early game dying a lot to even basic threats and when i ramped to even the bigger ships they were getting crushed. Fighter swarming helped out a lot , a lot of new wings are really fun to watch them tear up ships so keep making those i love that. Second is weapons like the ships I ran in to the same issue that they did not "Punch" very well, some weapons just had a hard time getting through armor and shields. Late game ships and weapons really start punching hard lol. Shhh dont tell the Diablo Avionics that i repurposed there Carrier with UAF colors and guns. Glory to UAF. Anyway late game starts hitting good im only like 18 hours in so still exploring stuff. But overall solid additions. I am liking the experience so far just that thought I give some good and constructive feedback. Im go back to playing. Also if you need a writer to write stuff or just bounce ideas off of id love to just chat. Thanks again for all you hard work on this mod! cant wait to see more of what you do.

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CY / Milkydromeda · February 24, 2026

I am sorry that things aren't performing as you'd expect but a lot of things happened during the two-years testing and development. UAF in the past is different from the present. Today, you kinda have to work and think twice about your fleet loadout and composition. Feel free to present your feedback here or in the forum about what you think. If you could be constructive about it, maybe we can give it a look and see about it.

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Artanis · February 23, 2026

i'm neutral on this there obviously some good points like the special hub and the story and the rework of the ships and the new ships that have been added but on other side the semibrew feels way less impactful idk if you have touch the health of the semibrw itself but now can use it against a star fortress cause it die before reaching it can't use it against big ships same problem as the star fortress and can't use it either on pack of smaller ships for the same reason so i wonder what's it's purpose now Also a thing i don't think it's logical it's the semibrew being trigger by very small fighter like drone the semibrew is bigger than the fighter so why when the semibrew touch the fighter it explode that doesn't make sense to me An other thing i dont understand either it's why New Auroria isn't a military base it only have the open market and the november market, it drastically reduce the accessibility of weapons and ships, and now i feel Lunamun is the capital of the UAF and not New Auroria it's the only problem i've encounter for now i haven't test the new ships nor the automata one but they looks good i'm currently working on gaining access on them. Edit I don't know if it's a bug or not but i can mass produce Novaeria and Cherry Vanguard but can't mass produce the Solvernia cause of the Ashes of the Domain i think and it's kinda annoying and if it's not a bug why allow the Novaeria to and Cherry Vanguard to be mass produce but not the Solvernia

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merka buy · February 23, 2026

Havent had time but i did see the reddit posts. And let me tell ya, reddit loves complaining and they will gaslight themselves just to keep complaining. If you think the balance is good, then its good lol. But if i may ask, ( this is just to align my expectations) what balancing dirrection did you take? I did read that the uaf is now balanced towards vanilla, is this true? Or is it just that its no longer immediately apparent and they need to dive deeper into the better ships/weapons/fighters?

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CY / Milkydromeda · February 23, 2026

That's to be expected but that doesn't matter. People are free to craft their sandbox by including whatever mods as they see fit. People like to police each other over what's allowed and whatnot, but that won't work on me no more. It took me a long time to change but I'm in my best shape and form at the moment. I'm surrounded by friends, supporters and loyal fanbase. Those are the people that I wanted to deliver my very best to. So, don't worry buddy. I got this.

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Autistic Jedi · February 23, 2026

Haven't been able to try, just keeps crashing on launch, probably from another mod. I'll wait and hopefully it'll get patched out. Super excited :)

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Edward · February 23, 2026

Only had a couple of hours to play about with it so far, but I’m impressed by what I have seen. One annoyance: The confectionery credits are displayed above the campaign layer fleet status UI. Constantly, with no obvious way to remove it. While being able to find out how many CCs you have without going back to shop is good, that could be accomplished with an intel entry. The current setup take up space on the main UI screen with something you never need to know at a glance, unlike fuel, supplies or credits which you need to keep constant track of.

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CY / Milkydromeda · February 23, 2026

I also expressed the same complain about it during my testing as well. We will see if we can do better next time.

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Naevera · February 23, 2026

So far I've been thrilled with the mod updates. I can't speak much for the balancing, I still feel pretty strong overall. Not that I mind; I enjoy UAF because of that anyway. The story upgrades are epic. I've done Lyora's story and that was entertaining, if difficult. (Lost her a couple times.) Yimie and Mizuki's story has been very engaging and fun, I love how much more fleshed out their characters are. This is premium UAF content! Felt like a properly weighted decision giving up the Zepporia to the authorities. I don't know the consequence of keeping it, but they should be heavy if they're not. The new keycard shop displays very nicely, though I seem to be having UI issues with some of the options at the top of the shop; the popup is cut off at the bottom of the screen, preventing me from buying things from them. That is to say, the higher a button on the key card shop is, the further down the popup spawns. Also the Constelyria is gorgeous and I've been loving it so far. I don't remember what quest or event I did but I ended up with a UAF special blueprint package very early in the story; the one that gives you access to the story-unique ships like Solvernia. I'm PSYCHED about that?? But it feels a bit unearned. I've barely even raised relations with others yet. Uhhh the last concern I can consider is I miss Inari LaFayette.. not sure if she's been relocated or binned, hopefully not the latter.

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CY / Milkydromeda · February 23, 2026

Have you replace Ashlib yet? You should because it released a compatibility patch earlier today. Also, I'm okay with people finding blueprint package out of pure luck. I have no intention of punishing players in their own sandbox game, have fun my guy and thanks for playing the mod once more. Inari have been pushed back because we're still reworking the mod as we speak.

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Kstone · February 23, 2026

truthfully i didnt have the time yet. but it is on the list

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Starfyl · February 23, 2026

I haven't played much of the new patch yet but off the top of my head I'd like to point out the following: - Too much nebula - A lot of the ships are missing from the custom starting ship screen and I'm not sure if that's intentional. - There should be an indicator that the Yimie questline is gonna require a big fleet. ( I started the quest right after game start with just a Nakiha. I was quite surprised when I went to the Luddic Path station in Entiares and got obliterated. Maybe it's a skill issue on my part) - Giving one Choco Lava cake or a whole gift package nets the same amount of reputation at Vermillion station i.e 10 points. - Why the 180 day time limit to start in one of the quest lines? - The Nakiha (M) has built-in anti-shield torpedos that curve a little when you fire them so they don't really fly straight. Is it intentional? I am quite bad at remembering names so apologies for not specifying exactly who or what I'm referring to.

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Fwiffo · February 23, 2026

- Why the 180 day time limit to start in one of the quest lines? Where is the questline located?

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Brian Purkiss · February 23, 2026

I love a lot of the improvements based on my short playtime. Don’t like how all my favorite (black) ships became automated ships. I know I can supposedly make them non AI ships by going to the shipyards, but when I go to there, the gal who makes them non AI ships simply isn’t there.

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Naevera · February 23, 2026

You have to recruit her from Favonius, do the ice cream questlines. She'll be a contact at the nova yards after that, from my experience.

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Pravada · February 23, 2026

i've just started playing and i am slightly confused, so does Hem LaFayette just dont exist anymoe oor...

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Rey · February 23, 2026

i was playing all day yesterday, i love how the quests that were already there were updated, they are more fun now, the ships look amazing and i like figuring out how to use the new additions, ill work hard to get a super capital soon

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RandomPersons · February 23, 2026

New systems are so nice and the new content feels very clean and well put together.

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StateM · February 23, 2026

It’s everything I was hoping for so far, it’s rare to find mod creators like you who are so talented and devoted to what they do. Burn Bright.

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FieryD · February 23, 2026

Can't believe they would confiscate things from me! But yeah so far the new update is great...though a tad too much nebula in the system imo.

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SLNT · February 23, 2026

For the time being it's fun. Ships with casemates are a plus in my books. Can't say anymore, only played around 6h thanks to my work and it's a beginning of a work week. Thx for the parch!

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Nielo5 · February 23, 2026

I can't seem to purchase any of the bundles in the confectionary store, they get cut off around halfway the window. Same thing seems to happen for the other purchasables as well if you scroll down too much. Love the rest of the update though! More story missions is always great, even if I make the mistake of trying to do them without building up my fleet first.

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CY / Milkydromeda · February 23, 2026

Replace Ashlib immediately with a clean re-install. A compatibility patch is available since yesterday.

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Yusuf Adzani · February 23, 2026

My game always crash whenever I try to salvage the zepporia in yimmie quest and I don't know why

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C. · February 23, 2026

Same issue here

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Jonathan holland · February 23, 2026

Its very good so far after playing for 2 hours I can't wait for a 6 hour run kinda took me for a loop when the military market wasn't on New Aurora but thats just me though but good job I can't wait to finish everything tomorrow. 😴😌

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SmokerSasha · February 23, 2026

Started the dagger quest and got told the scrap fleet left, but theres no indicator or hint as to where to look for it - could be helpful. For the non-new weapons, would it be possible to have the previous sprites back? The new ones are nice, but i liked the sharp colors more.Just the initial thoughts, great work!

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CY / Milkydromeda · February 23, 2026

You should download the previous version and manually replace the sprites as you see fit. Make sure the sprites are renamed accordingly.