SpaceCorps 2027 0.5.5 is a quick patch for 0.5.4: the five solo Galaxy Gates can be entered now. In 0.5.4 the Gates page opened only in the station menu and the server wanted a flying ship, so no solo gate could be entered. A solo gate is built now: press Build on a gate's card (docked or flying), its parts are taken, and a portal to the gate stands on your home map, only for you. The patch also makes the Rocket tech skill kinder (a rocket deals 100 % at level 1, goes up to 130 % at level 100, and is a dud one time in ten at level 1), halves the price of the four Tier I rockets and pays much more laser ammo (Experimental Fusion Core, x4) when a solo gate is cleared.
Highlights
Solo gates are built, and you jump into them. Open Galaxy Gates › Solo gates: every gate has a Build button (it said Enter in 0.5.4). It works when you are docked or flying, and it takes all the gate's parts at once (Alpha 11, Beta 26, Gamma 54, Delta 87, Omega 108) and opens your run with three lives. A portal named "Solo Gate -> Alpha Rift" (or the gate you built) stands on your home map while you fly there (x-1 for your company), at a spot of its own near the base, outside the station's safe ring: if you built it docked, it is there when you launch. Fly to it and press the Jump key like at any portal: you land in your arena and the run goes on from its saved wave. Only you can use your portal: other pilots on the map can see it, and the Jump key near it tells them "This gate belongs to" its owner.
The portal comes back after everything but an end. If you Leave the arena, die, log off or the server restarts, your run is still open and your portal is on the home map again; Abandon (it asks first, and the parts are forfeited as before) and a cleared gate take it away, and so does an admin ending the run. If every arena is busy, the portal stays and you jump in a little later.
Resume stays for a pilot who is flying (the result sheet's button); a docked pilot goes in through the portal. The open-run card of the Solo gates tab says where the portal is.
Rocket tech: a rocket deals 100 % of its damage at level 1 and 130 % at level 100 (80 % and 110 % in 0.5.4), and is a dud one time in ten at level 1 (one in five), with no dud at level 100 as before. A level 1 pilot's rocket is 0.90 of the output of the item pages (0.64 in 0.5.4); the laser stays at 0.64. At level 100 a rocket is 1.30 of it.
The Tier I rockets cost 500 Credits again (1,000 since 0.5.3): Lancet I, Rivet I, Ember I and Scatter I. Tier II and III keep their prices. The Auction's reference values follow the rockets' recipes: Tier I 500 (1,000) with a floor of 200 (400), Tier II 1,402 (1,902) and Tier III about 4,508 (about 5,008).
A cleared solo gate pays much more x4 ammo. The Experimental Fusion Core in the completion is 20,000 / 30,000 / 50,000 / 75,000 / 100,000 for Alpha, Beta, Gamma, Delta and Omega (none / 3,000 / 20,000 / 50,000 / 85,000). Nothing else in a completion changed: credits, XP, honor, Thulium, items, the other ammunition and the prizes of a spin that finds no part are as in 0.5.4.
The magic item chance of a spin stays 1 % (0.2 % for each of the five kinds). It was not changed; it only felt low.
If you already play
Update the game; the server and the game go live together. A game from before 0.5.5 shows the old Enter button, which the server still refuses to a docked pilot: update.
Nothing is moved, paid or removed. A run that is already open (you entered in 0.5.4 and left) is shown with its portal on your home map; the parts you already paid stay paid.
Rockets already crafted or bought are not touched; the new prices are for the Shop and the Auction's reference values only.