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JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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Server and Client Patch October 8
Main updates: - Instancing
- New tech 21 zone: Olympus
- Sleepy Server code optimization which gives us about an 8x server speed increase
- Full database load and save (moving away from XML files for mid-universe saves and loads)
- New patcher and installer
Game Changes: - Added item mods to extracted artifacts at a fairly high level.
- NB weapons now unequip if you are killed and don't have a GG to cover them
- You now have to hit 'R' to get back into your stasised ship
- Added explosion graphics for warhead splash explosions
- Added concussive blast waves from destroyed objects that knock nearby objects
- Improvements to the momentum impact code
- Guns that don't shoot straight forward will now start their bullet in the direction that they face, rather than always at the front of the ship
- Peons can now transfer their own bases
- Changes to Jux type weapons
- Limited base names to 50 characters
- Fixed a crash bug associated with demolition kits
- Added "/enemies" command which will list your personal and team enemies
- Fixed a tractor bug
- Some new actions in the enemy boss scripting
- Added ship class limit to launchers
- Blueprints can now have an arbitrary number of products
- Some ingredients in blueprints now have a special tag that means you
- don't Get any discount on those ingredient when building multiples
- Installing multiple blueprints with a max use limitation will now combine the total max uses, so you can install multiple of them in order to do a batch build to get discounts
- You can no longer cancel constructions worth 1 bil or more. You can only pause them
- Made it so you can kick people from your squad if they are offline and their ship is evaporated
- Added an anti-farm mechanism to some spawners. You'll get less XP and money from killing them the more you kill them.
- Fixed a bug where damage auras didn't apply to antimatter devices
- Buying ships from user bases now gives them to you in item-form.
- Added confirmation dialog when using an item-form ship
- Changed sizes of hulls to generally be 100 so players can hold them in item-form
- Made it so that item-form ships take 10x normal weight to simulate the unwieldiness of towing them behind you
- Added a moderator login message so we can Spam the mods
- Added a credit cost option to missions
- Fixed a cooldown display issue
- Rebalanced engines
- Reduced the power of Gyroscopic Mod
- Gave all AI -turning and -thrust to compensate for beefed engines
- Client compiled with a better compiler and a lot more optimizations
- Custom areas can now have circular links
- Fixed a bug where you could own a galaxy that was already owned by another team.
- Added parasite injection to lasers.
- Fixed a bug with parasites from the same source but with different damage multipliers.
- Fixed a bug where slaves required the skill to use a sticky item when their master did not.
- Made AI's consider debuffs and parasites when choosing which weapon to use
- AI's can now have as many skills as we feel like giving them
- Fixed an bug with upgraded bases not checking the new tech level when transferring
Content Updates: - Olympus T21 instanced zone - Here
- T21 Skills via missions in the Lyceum
- T21 Module BPs - located around the universe
- Drones: new & changes to existing ones - Here
- Assault Behe - Here
- Engine rebalance - Here
- Minor AI gear / level changes - here
- Four new roaming AI mini-ubers - forgot to make a thread about these, some people might have spotted them on test; the crystal entity has been nerfed a bit, although still highly inadvisable to shoot it
- Wattage & two other T21 Ship BPs outside of Olympus - Here
- Mausoleum front end cosmetic change - Here
- T14-19 Freighters - Here
- Aura fixes & minor changes - Here
- Changes to ruin tech items - no thread, but fairly extensive boosts to a lot of them
- Mods on extracted ruin items - Here
- GG21 available throughout the uni (EDIT - not true, tech 21 gear can't currently be made common. GG21 will be added specifically to a few bases)
- Changes to radars - Herbal Sensor BP, FT radars have more bonuses
- Sniper changes: New sniper only ship and engine.
- T20 Launchers in drop tables of particular AI
- Small change to Art of Engineering aug
- T21 God / Demented Aug Hybrids added, BPs in high end DGs
- Zebu Titan Ship available
- Bi-Polar spawn fixes for seer mission
- Slight changes to Emphatic Mother
- Red Photon tweaks - on buildable ships, AI scripting, drops and environment
- Zaphrangi UZ aftermath missions for everyone - new T20 drones, weapons, gear etc
- Crate drops moved to different drop list to reduce % chance of replacing other drops
- Seer Mines
- UrQa "3-shot" gives large fires
- Item form ships reduced to size 100, weight increased
Content scheduled for next two weeks (for Uni reset)- SM21 "termite defense" instance
- The Mausoleum upgrade
- Bounty Hunters - repeatable kill AI missions
- More Ruin tech balancing
- Gunners & Missiles (highly dependent on time factors)
- Mid tech Light Fighters
Q&A about the programming changes here: viewtopic.php?f=9&t=40780Q&A about the content changes here: viewtopic.php?f=9&t=40762
_________________ For support, please create a support ticket here and I will get back to you as soon as possible.
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Fri Oct 08, 2010 3:06 pm |
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