This update is now live.
Thanks to those who tested, highly appreciated.
Supaz
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Hostile Space Revived → Posts by Supanova
This update is now live.
Thanks to those who tested, highly appreciated.
Supaz
FAB SYSTEM DISABLED (untill the following changes have been tested)
Summoning a mob in enclosed areas now possible.
Added extra protection to mobs fleeing into walls.
Can no longer drop items onto walls.
Can no longer drop items at edge of galaxy.
Asteroid fields are no longer navigable. Therefore, they no longer kill you.
Can no longer pick up artifacts if teleporting.
Boss radius increased. This will allow bosses to move further away from home.
The duration of stun and disable is now announced to all players in the vicinity.
Recover no longer obeys action timers. But timer is still present
Being interrupted now stops all actions.
Exp for a group of tiered players fixed. Having a tiered player get kill will no longer reduce exp amount to share.
Chances of your summon being jumped reduced greatly.
Summons should no longer chase a mob that is fleeing.
Galaxy shift frequency reduced.
Placing an artifact in the last slot (bottom right) of cargo will now show in /artifacts.
Tweaked the rate at which mobs dodge.
Some damage tweaks, mainly to allow a higher chance of top end damage.
Please test all the above and post your results here, (working or not)
There are a lot of balance restrictions on the stats for each location, It's actually easier and less likely to break the way it currently is.
The level of the part u are using clearly states the level, and so do the conduits range
r 147 :-
Dodge now levels correctly.
Evolve now increases target by 10% of telepaths modified skill. (+ telepathy weapon bonus)
Tiering now destroys any summons the player is controlling.
The class the player chooses upon tiering is now announced.
Added support to edit a players Race.
Added support to edit a players class.
/GUARD now clears summons aggro data, stopping it from seeking a new target.
Auto_defend now applies aggro correctly to any mob that joins the fight.
New players now get an offense increase below level 15. Does not apply to tiered players.
All Evade,Retreat,Berserk and Assault now over cast each other.
Players can no longer use Drydock to restore if pvp is active.
Resistance lowered slightly.
/ITEM support added for new parts.
Removed chance of Shield dodge, if no shields actually equipped.
Teleport fields that require a key, now search for the item in your locker.
Can no longer /ITEMDESTROY artifacts, oops hehe.
All of the new fabrication system has been removed for this update since we feel it is not ready...
r 147 :-
Each part used will now roll a chance to rasie skill.
Removed chance of Shield dodge, if no shields actually equipped.
Teleport fields that require a key, now search for the item in your locker.
2 types of Weapon Cores now available.
Molecular Coils can only be used for Bolts, Beams, and Dissers.
Ballistic Frameworks can only be used with launchers and bays.
Range of Weapon Cores reduced. This will increase the chance of finding matching Cores.
Class attributes can not be used with a weapon below skill amount * 15. Eg (Beam +5) * 15 = 75
Please test the above changes, cheers
Sounds like your client isn't recieving the new hull/crew/shields. Try buffing it after you evolve it.
Been suggested that Moulds have grades / levels, and they can only be used in the same way conduits are used, a specific level range?
Also, mayb, have mould only contain a certain amount of slots?
Limit weapon cores to type of weapons, mainly to keep the balance for ammo based weaponary, having a 30 delay on these has traditionally been considered over powered. So Cores will wither came in 2 types, ammo and non-ammo or actually split them up into the 5 differernt types.
Excellent report.
Evolve doesn't increase the mobs level correctly?
Sometimes server doesn't send the new ship details, so it may just seem like it hasn't leveled.
As regards to conduits/fab parts, this will happen in some cases where the level of the mob is just below the threshhold of the conduit. And the item generator will try to match the level of the mob as close as possible, may not always get there exactly.
r 146 :-
Dodge now levels correctly.
Evolve now increases targets level by 10% of telepaths modified skill. (+ telepathy weapon bonus)
Tiering now destroys any summons the player is controlling.
The class the player chooses upon tiering is now announced.
Added support to edit a players Race.
Added support to edit a players class.
/GUARD now clears summons aggro data, stopping it from seeking a new target.
Auto_defend now applies aggro correctly to any mob that joins the fight.
New players now get an offense increase below level 15. Does not apply to tiered players.
All Evade,Retreat,Berserk and Assault now over cast each other.
Players can no longer use Drydock to restore if pvp is active.
Resistance lowered slightly.
Cores and Parts now attain level on player load.
/ITEM support added for new parts.
Balancing of stats on parts.
Please test all of the above changes.
Yea TDL, will sort the combine rules for em.
I may be able to add levels to system attribute parts... The final level of the item will then be the higest level part that you use....
Will need a client patch too.
Yea thought i fixed the sb and port issue.... guess not.. oops.
And no, it's not uncommon to find same stat with different locations. This is intentionaly because of the way the item generator works. I'ts based on the slot the stat is intended for, and values are applied accordingly. For example, if we lifted the slot restriction, players could have 400+ shields on every slot...........
The colours were just thrown together, will be sorting through them soojn, and yea, mayb have the item inherit the conduits colour too...
Good feed back, cheers
The new fab system is now available to test.
Systems:
Moulds :- Control the type of the final item.
Conduits :- These have a specific level range. The final items level dictates the conduit needed.
System Attribute :- These dictate the stats the final item will have (max 4), and have a location to which mould they can be used.
The System Attribute must match the Mould used.
Mould -> Conduit -> System Attribute = Item
Weapons :
Moulds :- Control the type of the final item.
Conduits :- These have a specific level range. The final items level dictates the conduit needed.
Weapon Core :- The damage and delay of the item.
Weapon Psion :- The psion the weapon casts.
Weapon Class :- The bonus skill and amount.
Weapons must have a Core.
Mould -> Conduit -> Weapon Core= Item
Mould -> Conduit -> Weapon Core -> Weapon Class = Item
or
Mould -> Conduit -> Weapon Core -> Weapon Psion = Item
or
Mould -> Conduit -> Weapon Core -> Weapon Psion -> Weapon Class = Item
/TESTFAB
This command will allow you to take a dummy run, with no conduit. It will return the final level of the item so that you can tell which conduit to use.
/PARTS
This command will give some moulds, conduits and a few test parts for weapon class and psion.
Currenlty, the drop rate is very high. This is to show the quality of items that will drop in that area.
Please take note of these items, and report any unbalnce.
Currently Class and psion attributes do not drop.
Skill requirements are also disabled, in order to test the main system.
Test all possible combimations, including old combine fabs, enchanting and upgrading. Mix all these parts in order to test for bugs.
The last of the code is almost done, and another patch for the client needed.
Having some second thoughts on how to do a few things, in the interest of balance, so they need to be sorted.
Testing should begin on the 31st March.
Will post what will need testing then.
Having some issues with files, that we believe could not of been predicted. More specifically, they are in use when host goes to access them. These will be dealt with asap.
On a lighter note, The new fab system has the base code written, and some basic tests prove to be quite promising. Now the boring bit of making all the new items, names, stats, amounts, and then balancing them.
Testing will start when this is done. Will just make a few shops where players can buy the new items, and mix 'n' match to test.
While this is happening, I'll get down to writing the code to dictate where and when the fab parts should drop.
Supaz
Had to roll back clan save files. Since your clan was no more than 3 hours old, it wasn't in the backup...
r :- 137
Tkr's Hull regen buff reduced.
Evolve now increases targets damage by 30 percent.
Evolve now adds 5 levels to target.
Can no longer summon while cloaked.
Decelerate and Decelerate lv 2 now lasts twice as long.
Taking damage while recovering will now do twice as much damage.
Upgrading an item now announces the final created items' ID.
/list1 and /list2 should now be fixed.
Mintaka and Altiar base tile fixes.
r 136 :-
Bonus offense for Merc being leader should no longer stack.
Fixed bug that had small chance of weapons jamming if your level was over items cpx.
Sentries now only choose targets within weapon range.
Mobs hull now regens quicker when not in combat.
Shop bought items are no longer enchantable.
Players of the same frequency will now share AoE buffs.
Artifacts now visable when player carrying them is destroyed.
Artifacts now save position.
r 134:-
Problems with mob decide not running, changed how it's called.....
Another attempt at stacking cargo items....
All items now display quantities.
Fixed offense bonus to groups if leader has tactics.
/ITEMDESTROY implemented.
Several new cloaks added to loot tables.
New Smugglers now start with a cloak equipped.
All items will now attempt to auto stack.
Upgrading cloaks now applies correct stats.
Enchanting items now sets new item level.
Negative crew fixed.
Mobs random movement reduced.
De-buffing a mob now applies aggro (This may need balancing)......
Chance of items being damaged reduced.
Max time down for an item is now 20 seconds.
Defence Fortress damage reduced slightly.
weapons are now slightly less likely to be damaged.
More artifact regen tweaks.
command centre hull increased.
command centre rep reduced.
Decoy now has a chance to distract all ships targeting the player.
Mercs can now cast Decoy Mk5
Lowered level that mercs can cast Decoy Mk1-4.
Increased chance to hit for summoned mobs (droids,ents,decoys).
Had time to do a quick test, I can't recreate the issue, works fine. Can someone play around picking up items and stuff to see how exactly how it's done. Any items will do......
Supaz
ugh, kk, will update later, finish work early so will take a look
Has to be something with items stacking in cargo.
r 130:-
When sharing exp, tier is taken into account.
Negative regens when an artifact is moved on clan base floor fixed.
Critical hit damage fixed.
Artifacts should now work.
Recovering while under attack will now result in twice the amount of damage taken.
Mobs will now look for a new target on their aggro list if their target is destroyed.
Fixed smugs being attacked if cloaked, level is now taken into account. (Mobs only)
Upgraded weapons will now give extra offense.
Upgraded systems will now give extra defense.
Random text colour changed.
Debuf text colour changed.
Xssx respawn timer fixed.
Items now stackable in cargo hold.
Artifacts quests now spawn 3 ships.
Heal, and other "Actions" now interrupt recover.
Client's should no longer display group members that have left.
"Blobs" drop fixed.
Client command spam protection implemented.
Trade skill effects temporarily disabled.
DPS now shown to 2 decimal places.
Attacking a player that is cloaked, is now currently based on hide level and sensors.
Disable now announced.
Negative max hull fixed.
Activating hyperspace, or casting return is now announced.
Defense Fortress boss added to Nashira. (No drops till difficulty is determined, but xo stones and nice aliens do drop).
New Rigel base added.
New Mintaka base added.
New Altair base added.
New Hadar base added.
r 125 :-
Interrupt chance inreased in pvp.
Boss dmg increased.
Ambush damage increased.
Ambush aggro increased.
Decimate aggro increased.
Boss loot increased if Multiexp...
Aggro data no longer lost when ship cloaks.
Negative power fixed.
Cloaks under 150 now use power. Lowered from 200.
+skill weaponary now applies extra stats as a percentile claculated from item's cpx and players level.
Healing a player that is targetting a mob, will apply aggro.
Casting debuffs now announed to everyone.
Resist chance tweaked. (inital chance to resist lowered, level difference no longer so sensitive in changing chance.)
Quest exp fixed.
Prisoner and Stolen artifact quests fixed.
r 126:-
Remove Effect fixed.
Smugs cloak fixed. Oops.
Mini boss drop rate fixed.
Smugs ambushing from behind target will now recieve a further damage bonus.
fixed base.
I'll add 3 more outpsts, 1 in each region that you can't teleport too.
Supaz
r 121 :-
items on floor now have thier owners deleted if owner disconnects, and not crash server.... oops
Officers should now be able to /clandrop (player).
Clans can no longer own 2 bases.
/clan now contains basic info about the clan.
/position added.
/look added.
/item (ID) contains detailed information about that item id.
Planet Orbit fixed.
Groups should now fully disband if leader drops, and not try to find a new leader, this caused many bugs.
/list1 and /list2 now implemented.
Alien weapon drop rate decreased.
Boss movement tweaked.
Slam,firebolt,sunder now apply aggro correctly.
Decimate now applies aggro correctly, you have been warned....
999 damage limit lifted from ambush.
Ambush aggro now applied correctly, you have been warned....
Crypt key drop rate increased.
/clanreturn disabled when base defeneces are down.
Reparing a ship that is flagged for pvp will now be half as effective.
Repairing a Command Center is now half as effective.
Pyro now have Power Drain.
Negative recharge will now drain power.
Level resticions in pvp lifted.
Hostile Space Revived → Posts by Supanova
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