76

(0 replies, posted in News)

Ships can no longer be interrupted if attacker missed.
Interrupt will now take into account the force of the attack and lower the chance if the damage was weak.
Increased chance of fabrication parts dropping.
Fixed asteroids spawning at edge of map and in inaccessible areas.

77

(0 replies, posted in News)

The effect of strength for reducing the interrupt rate has been increased.
Changed the way interrupt works.
Strength will now reduce the cooldown on items when damaged.
Slightly increased damage done to crew.
The effect of strength on mitigating crew damage has been increased.
Free stat reset given due to the above changes.
Fixed armour damage mitigation for amounts over 200.
Added new level 120-128 area.
Fixed item that cost exactly 1000 dropping on floor.
New attempt at fixing players being stuck in a 3x3 grid after teleporting.
Ammunition recipes will now yield 10 ammo for 1 resource.
Asteroid level in zones with no mobs will now roll level 1-120.
Fixed race name not being sent to client until cargo had been altered.
New command added "/reset stats" this will give you an instant stat reset (MAXIMUN OF 10).
New command added "/remaining resets" Will tell you how many resets you have left.
Fixed Strength, Dexterity and Intelligence not being sent to client when tiering.

78

(2 replies, posted in News)

r556:-
Fixed random asteroid colour being assigned, oops?

r557:-
Fixed crash in Fabrication info from mob, oops? Again?

r559:-
Fixed mining while stunned.
Increased chance of gaining skill.
Fixed asteroid level not randomising correctly based on system level.

r560:-
Fixed missing fuel recipie.
Added Tritainium too mining.
Increased drop rate of 3 new fuels and the amounts dropped.
Fixed splitting piles on floor showing wrong quantities.

79

(0 replies, posted in News)

Increased maximum minerals in one hit too 20.
Asteroid colour will now directly indicate the mineral, and only that mineral will be found.
Small chance on killing a mob that you will gain information on fabrication recipes.

80

(0 replies, posted in News)

Fixed starbase and outposts not spawning level 1 asteroids.
Fixed colour of asteroids not matching mining laser colour correctly.
Modified "Detailed Scan" to show if the player can receive mining skill from the asteroid.
Decreased the range at which you can mine an asteroid.
Added a distance check to repair.
Fixed simple conduit weapon fabrication.

81

(0 replies, posted in News)

Raised chance to gain mining skill.
Raised level limit from +/- 7 too +/- 10.
Increased amount of minerals on asteroids.
Increased the amount of minerals you can mine in one hit.
Decreased the rate at which asteroids deplete.
Fixed asteroids not vanishing correctly. (ghost asteroids)

82

(0 replies, posted in News)

So, a lot of question about the new mining system, sweet on all the hype, but all the yells in game not so sweet....

Mining has had a major overhaul.

The main intention is to be able to mine the new ores available, that are used in the fabrication of new fuel and ammunition.

Mining is now a persistent skill, meaning it does not reset on tier, and you can't spend development points on it.

Mining max level has also been increased to 99.0.

So how does it work?

Every 2 minutes, somewhere in the galaxy a new asteroid will appear.

Over time it will deplete, or if you mine it, and then explode when consumed.

Asteroids are assigned a RANDOM level, this is based on the mobs in the zone.  If there are no mobs, a random level up to 120 will be assigned to it.  So, Smete asteroids could be level 4 or level 50 or level 90, for example.

To gain skill, you must be between 10 levels below and 10 levels above the asteroids level.

The colour of the asteroid will give an indication of the asteroids level.

Quest asteroids follow a different set of rules, and are random level, regardless of what system it spawns in.

The higher the asteroid level, the better the quality of ores available.

A random ore will be given to you, up to the maximum the asteroid allow, depending on level.

83

(0 replies, posted in News)

Mining now a persistent skill.
Mining max level raised to 99.
Can no longer add dev points to mining.
All previous mining skill players gained has now been reset to 0.1.
New ores from previous update now mineable.
New mining laser effect added.
Asteroids now randomly appear in all systems.
Planets no longer mineable.
New asteroid quest replaces old planet mining quest.
Asteroids will explode when minerals depleted.
Asteroids will slowly degrade and explode over time.

84

(0 replies, posted in News)

New ores added to mining.
New ores added to random loot.
New fuels added to random loot.
New fuels added for fabrication.
New ammunition added to fabrication.

85

(0 replies, posted in News)

New packet added to receive salvage chance.
Salvage GUI now correctly displays the chance to salvage an item, where necessary.

86

(0 replies, posted in News)

Fixed debuff not showing if cast landed when underground.
Fixed "that psion did not take hold" text showing, when the debuff DID take hold.
Damaged gear is now reset upon death.
The chance of salvaging a class attribute is now correctly sent to client.
Fixed conduit fabs not giving chance of skill because of the use of Quantum stones.

87

(0 replies, posted in News)

Fixed locker page 2 not being checked correctly for boss keys.
Fixed +skill on weapons not being applied correctly.
Fixed item tooltip trying to access a 3rd weapon on a 2 hull ship....

88

(0 replies, posted in News)

ALL Mobs now take an hour to increase multi exp.
Greatly increased chance of gaining skill for fabrication, salvaging, upgrading etc.
Drastically reduced prices of all Salvage and Upgrade kits.
A warning will now be issued if you are attempting to use an old, overpriced kit, recommending that you go and sell and replace the item, or loose out on cash.

89

(0 replies, posted in News)

Fixed re-casting a buff on target and loosing benefits.
Decreased chance of mobs and players being yanked by a boss.
Considerably increased drop rates of ALL bosses due to loss of multi.

90

(0 replies, posted in News)

Cloak speed increased.
Decreased power drain required to maintain cloak.
Recover will now only work once the player is NOT in combat.
Firebolt speed increased.
Instance mobs will now forget aggro once stunned, but it will seek a target to chase once stun expires.
3 new brood areas added to house bosses, meaning the old areas are now free to level in with multi.
Reduce mobs for Sentinel Prime and Celestial Alacrity.
Fixed aggro bar not being ordered correctly.

91

(29 replies, posted in News)

Sounds like Psitek is right about permissions....

I assume your HS folder is on the desktop?  If not try, moving it there..

If that still fails, chances are your windows user account does not have admin rights......

92

(29 replies, posted in News)

You say you not played in 9 weeks?

Are you on new hardware?

If so, is it an Intel based onboard GPU??

If it is Intel,. chances are you don't have OpenGL drivers.....  For some strange reason, the only way to get OpenGL for any Intel based onbaord GPU's is to get the generic drivers for your GPU direct from Intel.

Try their automatic installer here.

Or manually find your drivers  here.

93

(0 replies, posted in News)

Fixed a chance that attacking nexus mobs are "locked in combat" preventing player from attacking.
Fixed player always getting the kill when a mob has done most of the damage.
Aggro data now sent more frequently to clients.
Fixed ship details of current hull, crew, psi, power etc, not being sent to client if over a certain distance.
Quest items will no longer loose their owner, and will just vanish.
Random regen tick given to all ships. (stops all ships regenerating at the same time).

94

(0 replies, posted in News)

Removed some mobs from Sentinel Prime.
Removed mini bosses from Ordos (orcas).
Added a range check for mini bosses summoning mobs.
Removed some mobs from all 3 brood areas.
Increased cash gains from Thief and Prisoner quests.
Lowered level requirement to tier to level 80.
Stat points are now reset when you tier. (Don't forget to re-distribute them!!).
T9 can now re tier T9 again, and reset their stat points.
T9 re tiers can not gain more stat points.
Fixed Examine client crash.

95

(0 replies, posted in News)

Fixed loss of aggro in instance areas.
Fixed a possible exploit with gather group.
Fixed some admin commands. (those that broke instances).
Fixed item cooldown timers on death.

96

(0 replies, posted in News)

Client now sent live aggro data.
Fixed weapon skills not being applied correctly due to level difference in item and player levels.
Fix Nexus quest not ending at all now....(damn thing)

97

(0 replies, posted in News)

r 479:-
Multithreaded network added.
Regeneration "tick" time decreased (regeneration faster).
Fixed resting regeneration.

r 486:-
Fixes for hanging connections.

r 490:-
Ship speed calibration fixes.

r 491:-
Items will now try and stack into the cargo first when picked up.

r 503:-
Engineer mobs can now repair other mobs, and will repair the ship that needs it the most.
/REPAIR and /FIX no longer repair a ship instantly, with no cooldown..... 4 year old MAJOR bug? oops...

r 507:-
Attempt to fix fleet and convoy quest attacks from failing to initiate due to all planets having a quest.

r 512:- Major update
Fully implemented instances.
Any area that has a Boss will be turned into an instance
Group limit raised to 20.
Players will be instantly teleported to the exit of the instance when they leave group.
Players will be instantly teleported to the exit of the instance when they logout (but only when ship "stalls"/ deleted)
All data sent to clients is on a per instance basis, so clients will only receive data from the players instance.
Timer added to group invites.
All mobs will attack a player regardless of level difference inside an instance.
All mobs will chase a player until death, or player leaves instance.
Artefacts cannot be dropped inside instance.

r 521:- Major update
Stun will no longer clear aggro data if the mob is in an instance.
Cast Timers now more accurately sent to client.
Alien items should no longer have a stat value of 0 (eg Psi Regen 0).
Weapon jams now use the actual item level.
Chance of weapon jam now takes into account players level + (tier * 10)
Systems will now give a percentage of stats based on players level + (tier *10) and actual item level.
Systems now have a much higher chance of being damaged in combat if your level + (tier *10) is lower than the actual item level.
You can no longer un-equip an item if it has a cool down timer (been damaged).
EXPERIENCE GAIN PER KILL DOUBLED.
Fixed a chance players didn't re-spawn in HOR.
Reduced time between random quests being generated.
Clients will now show actual item level in scanner.
Clients will now show the optimal Item level a player can use. (eg Level 90 (180) if Tier 9).

98

(14 replies, posted in News)

Whitefangz wrote:

Supa, it looks like there's a leftover tooltip in the options screen for critical damage. Extra notes in it I'm thinking you didn't mean to leave?

Haha oops, umm, yea, umm, yea, for the record it didn't work first time either....

99

(14 replies, posted in News)

because people insist on using the old client, which, if you read the error page, it's no longer supported.

So I've now applied the update to the old launcher.  Restart your launchers and let it update

100

(14 replies, posted in News)

Yea, had to remove a few features to get it going, sorry guys, will be fixing soon, but good news is we got it going for now.