Star Sonata
http://www.starsonata.com/forum/

April 13th 2009 - Dev Update 11
http://www.starsonata.com/forum/viewtopic.php?f=9&t=31931
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Author:  pip8786 [ Tue Apr 14, 2009 10:43 am ]
Post subject:  April 13th 2009 - Dev Update 11

Hey guys,

Sorry, I forgot to post this yesterday.

Yesterday we spent a good amount of time discussing our support situation, and decided it was time for a change. Our ticket system did not support assigning tickets to people, so no one was taking responsibility. I have added assigning tickets, automatic assignments for each category, and a forum notice (similar to PM notice) for every support member. So now if they have an open ticket they will have an annoying box at the top of the forum until they take care of it. Hopefully you will find this change to make a positive difference in the speed of replies to tickets.

Other then that, it was a rather short meeting. We discussed the following issues:
  • Base augs on perma drones, should it stay allowed?
    • Will stay allowed, just OLs on perm drones need to be removed so they aren't stronger then bases.
  • Why do we have a cancel construction button? Can we have it removed?
    • The cancel button/operation will only be from base owners from next patch on.
  • Bases with 100 mass for some reason (unknown) and not stopping when tractored.
    • Unresolved. (SAL+HAL)

That's about it for now. Progress on C2 is moving along. Once we have something new an shiny to show you, we will :)

-pip-

Author:  Demiser of D [ Tue Apr 14, 2009 11:38 am ]
Post subject:  Re: April 13th 2009 - Dev Update 11

was in collo yesterday, and had some healer drones...if i flew in a direction and deployed them, they would never stop moving. Additionally, they would only heal me once, then they would heal eachother and run out of elec....it would be nice if that was fixed. Just a general look at healer drones, actually.

Author:  SimonV2 [ Tue Apr 14, 2009 11:52 am ]
Post subject:  Re: April 13th 2009 - Dev Update 11

pip8786 wrote:
[*] Bases with 100 mass for some reason (unknown) and not stopping when tractored.
  • Unresolved. (SAL+HAL)
[/list]


for reference, which kits does that apply to?

Author:  pip8786 [ Tue Apr 14, 2009 12:19 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

SimonV2 wrote:
pip8786 wrote:
[*] Bases with 100 mass for some reason (unknown) and not stopping when tractored.
  • Unresolved. (SAL+HAL)
[/list]


for reference, which kits does that apply to?


No idea. HAL is still looking for the possible cause. We had a lead this morning in the chat, so it might be fixed soon.

Author:  yugioh124 [ Tue Apr 14, 2009 12:20 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

I remember this happening a while ago, bases went over max weight and defaulted to 100. It isn't that again, is it?

Author:  pip8786 [ Tue Apr 14, 2009 12:54 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

yugioh124 wrote:
I remember this happening a while ago, bases went over max weight and defaulted to 100. It isn't that again, is it?


Slightly different.

Author:  basebot [ Tue Apr 14, 2009 1:08 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

Have a look at the bana fighters, PLEASE.

they really need a beef.

Author:  urjuhh [ Tue Apr 14, 2009 1:09 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

pip8786 wrote:
SimonV2 wrote:
pip8786 wrote:
[*] Bases with 100 mass for some reason (unknown) and not stopping when tractored.
  • Unresolved. (SAL+HAL)
[/list]


for reference, which kits does that apply to?


No idea. HAL is still looking for the possible cause. We had a lead this morning in the chat, so it might be fixed soon.


i remember few unis back... sphere weighing 100 when i had shitload of nukes on it... variable to small to fit the real value or smth ?

Author:  pip8786 [ Tue Apr 14, 2009 1:13 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

urjuhh wrote:
i remember few unis back... sphere weighing 100 when i had shitload of nukes on it... variable to small to fit the real value or smth ?


The calculation for the item stack weights was long instead of double, so though the weight and item number were both within the long range, the multiplication wasn't. HAL has cast it to double now, so hopefully that was the issue.

Author:  Wuffell [ Tue Apr 14, 2009 2:36 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

pip8786 wrote:
Hopefully you will find this change to make a positive difference in the speed of replies to tickets.


awesome, i got a reply yesterday to a ticket that had been open for a while. me = happy :D good stuff :)

Author:  Nukeacow [ Tue Apr 14, 2009 2:39 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

Titan Shield has 15k bank, 12m
The Emperor's Protector has 6k bank, Heavy Fighter only, and isn't available to anyone who can dock at an AI base.

It is absolutely terrible, can we please have it fixed? Or atleast acknowledged that it has been fixed and I've been just blabbing for the past 10 dev updates about it?

Something, anything.

Author:  pip8786 [ Tue Apr 14, 2009 3:12 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

Nukeacow wrote:
Titan Shield has 15k bank, 12m
The Emperor's Protector has 6k bank, Heavy Fighter only, and isn't available to anyone who can dock at an AI base.

It is absolutely terrible, can we please have it fixed? Or atleast acknowledged that it has been fixed and I've been just blabbing for the past 10 dev updates about it?

Something, anything.


HAL has changed a lot of the emp gear.

Author:  The Voomy One [ Tue Apr 14, 2009 3:21 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

Other things to look forward to is my two new items. A tech 10 zerker only energy source and a tech 20 sniper only weapon. Should be in with next patch.

Author:  Mofouler87 [ Tue Apr 14, 2009 3:37 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

no new engineer weapons or gear

Author:  Intelligent Design [ Tue Apr 14, 2009 4:08 pm ]
Post subject:  Re: April 13th 2009 - Dev Update 11

Is anything going to be done to the Reaver? currently the built in weap has been so nerfed that the ship is just about useless with only one weap slot left. I ended up turning it into a fast transport ship and going with a Vulture which is cheaper and easier to build.
How about making the ship worth while again?

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