126

(0 replies, posted in News)

Fixed yet another bug in "Level lock".
Fixed text spam in certain areas.
Fixed "wall hopping".
Players low on health will now be considered a priority by mobs.
Level 1 psions now cast correctly.
Client now receives action when player can legally cast them.
Client no receives new psions when a player uses "Train".
New skills that are newly available to the player are now announced.
Decoys now stand a better chance of retaining the mobs attention.

127

(0 replies, posted in News)

DPS now shown in /item for Cores and weapons.
Certain areas now boot players to HOR if logged off inside them.
Clients now show traps correctly.
Smugglers obfuscate/obscure shield now works correctly.
High level path entity damage has been reduced.
Decoy Mk 7 and droid Mk6 delay fixed.
Faction selection fixed.
Those players with a bad faction, should now be allowed to re-select.
Path entity have had their damage capped.
Cast channel is now ON by default.
Fixed several colour formatting errors that caused the wrong colours to be displayed for text.
Smugglers either triggering a trap or caught in its radius, will now be uncloaked.
Disarm now has a larger area of effect.
Reduced radius of gather group.

128

(0 replies, posted in News)

Summons by Bosses and Mini bosses now exempt from level lock tests.
Client no longer jumps around when trying to rotate ship whilst disabled. Any other movement will cause a ship reset.
Ballistic weaponry critical hits now announce a critical hit,( they did critically hit, but it just didn't say so).
Fixed no notification when a class attribute fails to salvage.
Fixed a bug with moving items.
/chan cast on / off added, this will control all cast info spam (DEFAULT OFF)

129

(0 replies, posted in News)

r 294:-
Disarm added, must be cast, not automatic.
Conduits now announced when picked up.
New hulls added.

r 295 :-
Moving a quest item will no longer vanish if not moved into cargo.
Fixed the last of the remaining issues with last slot of cargo hold. (several bugs had gotten worse recently)
Increased repair amount and speed of Engineer Boss mobs.
Fixed Asteroid navigation spam.
Minimum delay of ballistic weaponry capped to 34.
Minimum delay of conventional weaponry capped to 24.

130

(0 replies, posted in News)

/item will now show the level value for each stat.
Haste level calculation fixed.
Shield level calculation fixed.
Players considerably higher than the target will no longer be ignored.
The above fix means Mercenaries problems with Provoke should be fixed, and summon aggro fixed also.
Anchor position detection adjusted.
Anchors now less sensitive to movement, when trying to dock.

131

(2 replies, posted in News)

Is now live.

132

(2 replies, posted in News)

Fixed Zolax weapon cast.
Fixed casting psions 1 level below.
Loot will no longer drop inside or on walls.
Loot will now try to find a suitable pile close by that it can add to, rather than making a new pile.
Fixed /hyperspace and /return being 100% successful.
/hyperspace will now return you to the Academy if you are below level 10.
New command /stay, this will tell your summon to hold position until either a /guard  (Shift + g) or /kill (Shift + k) command is issued.
Having "Safe Zones" should no longer allow PvP inside them.
Asteroid fields fixed.
Reduced chance of mobs entering Asteroid fields.
Fixed high level mobs being able to always uncloak players.
Fixed Sensors not being evaluated correctly once you have aggro on a mob.
Ship mass now recalculated correctly when selling items.
Praetorian mobs should now respawn correctly.
Scythe Lord and other similar mobs should now respawn correctly.
Fixed Conduit names.
New level 115+ base added.
New level 140 boss added.
New Weapons added.
New Items added.

133

(0 replies, posted in News)

All Quantum stones' Ids fixed.
Cloak timers now fixed if item level too high, and will in fact increase cloak recharge and not reduce.

*************************************************************************************************
(Low level players would of actually seen an increase in cloak charge speeds.  This went unnoticed for almost a year due to a minimum cap put in place.
if it wasn't for this cap, cloak charge times would of been instant, and bug would of been found/fixed earlier).
*************************************************************************************************

Yavix weaponry renamed to Zolax, and no longer drops.
Clan tags and Clan long name no longer allows "Invalid" characters.

134

(0 replies, posted in News)

Boss and mini boss timers now randomised on each respawn.
Onyx weaponry fix.
Dark roid zone level raised.
Items that have the same stats, but a different order will now share the same ID.
Attribute fab parts will now match the areas level more accurately.
Huge roid added.

135

(0 replies, posted in News)

Fixed droids summoning droids. (haha)
Dark asteroid added.
Terrix base added (2 levels).
Anchors now more accurate.
Some movement issues may also be fixed.

136

(0 replies, posted in News)

Max Psi Entity level for Tkr, Pyro, and Path increased.
Decoy Mk6 and Mk7 added.
Droid Mk5 and Mk6 added.
Mercenary new Psion Invigorate.
Mercenary new Psion Surcharge.
Smugglers new Psion Obscure.
Engineers new Psion Endure.

137

(0 replies, posted in News)

Engineer mobs will now check their path isn't blocked by walls.
Player may now turn their ship when disabled.
Spawn rates of some zones increased.
Adjusted the way spawn rates are calculated.
Onyx and Zolax weaponry fixes.

138

(3 replies, posted in News)

Anchors that require items should now be fixed.

139

(3 replies, posted in News)

Players max level raised to 90.
Mobs max level raised to 150.
Max item complexity raised to 90.
Tier level raised to 85.
Players reimbursed missed stat points for tiers.
Players sub classes (those gained at 51) have been set to 65.
Fab parts (conduits and such) drop rate doubled.
Level 85-95 area added.
Level 100 boss added.
Level 90 to 100 items added to boss.
Level 70 weapons added.
Traps added to new area.
Nashira mob level raised to 100.
Host now handles generating 10k id's much better, no longer restricted to 100 elements per file.
Any change in trade will now cancel both players accepting.
Eng mobs range reduced when trying to run after a disable.
Fixed a bug with eng mobs that meant they would constantly try and run if target is disabled.
Client should now receive more field data.

140

(0 replies, posted in News)

Mobs can now be interrupted when trying to cast.
Decoy now matches casters level, this is a client side trick, host will not treat it as the same level of caster.
Engineer mobs added.
Mercenary mobs added.
Smuggler mobs added.
Fixed a bug with disable that meant players couldn't turn.
New base added with the above 3 new mobs.
Fixed a bug with level lock that didn't accommodate players out-leveling group restraints.

141

(3 replies, posted in News)

Are you referring to blue aliens? If so, they drop anywhere that aliens drop, not confined to bosses.

142

(3 replies, posted in News)

r269:-
Level lock will now expire correctly.
Blue alien weapons will now drop with +skill.
Possibly fixed ancient group bug when grouping will only work one way.
"0 hull bug" should be fixed.

r271:-
Weapons that cast will now use the players skill in that weapon class to determine effectiveness of the cast.
Sabotage will no longer be over written by Illusionary foes, but will in fact stack.
Level lock recoded to eliminate bugs.
More information is now available when an attack fails due to a level lock.
Level lock now runs on its own timer, (60 seconds) reset with every hit.
Heal and repair now take into consideration if the target is grouped with the player

r272:-
Fixed a potential exploit which avoided penalties for casting on a low level player.
Fixed a bug that flagged a player as being in a group when a group attempt failed.
Added more info for players attempting to join groups.
Fixed a bug that allowed a player to attempt to fabricate more than 1 item (Attribute fabrication system).

r276:-
Fixed bug with group checks.
Brood base exits re-added.
Salvaging an item is now posible.
Fixed a bug in plussing and enchanting that ment equipping +skill weapons had no effect (oops?)
Fixed a bug in plussing that stopped training of tech skills if using a Quantum stone.

Enchanting an item will now look for an existing item before assigning an id. (no more re-logging)

r278:-
Reduced skill gain from salvaging and fabrication.
Minimum delay of ballistic weaponry capped to 30.
Minimum delay of conventional weaponry capped to 20.
Weapons with a delay below the above mentioned caps will no longer accept a damage enchant.
Fixed a rounding issue with salvaging weapon cores.

143

(6 replies, posted in News)

thedarklord wrote:

whats the difference between the salvage kits and the trainee salvage kits?

It follows the same rules as upgrade kits, you need a kit that is either higher or the same level range as the item you are trying to salvage.

144

(6 replies, posted in News)

Actually having max skill would not help anything.  We need to know if the success rate and salvage rate are balanced for the skill level you have compared to the item level.  Being able to fab everything would not test anything.

I can lower prices of salvage kits though.

145

(6 replies, posted in News)

We have implemented a form of salvaging parts from items.  Pretty simple, grab the correct salvage kit from starbase level 2, place it and an item into fabricate and cross ya fingers.

You will receive in return a percentage of the stats the item consisted of.

The higher your skill is compared to the level of the item, will yield better results.

Quantum stones will raise the chance of success and the salvage percentage.

Class skills can also be salvaged from weapons.

Currently haste,cloak and thrust is not supported.

Some of you may realize, that this will enable a form of "Multi - stoning", this is partially intentional, and calculated.  Since we have manged to balance a complexity level per stat type, and items will recalculate their level according to these rules, we see no reason not to allow this to happen.   "Multi - stoning" was bad in the past since items kept their original complexity...

Test server is currently hosting this update, test it to it's limits, try and break it, find bugs (which I'm sure there are lots), and find any balance issues

We will not apply this update to the main server until sufficient testing is complete, so the more yall test and report any issues, the quicker it will be released.

146

(3 replies, posted in News)

Well guys, seems we have yet another member to the HSR Development team.

An old player with a soft spot for the game, turns out to be a professional 3D modeler, and has promised to devote some of his spare time to contributing very high quality models for HSR.

Since he is a fan of the game, he will know exactly what will fit into it, and has already come up with some great ideas for the game, including representing each item a player has equipped in a 3D model, basically means a "Paper Doll" system for players.  This I'm sure will look awesome, and will give the game the look and feel it deserves.

A word to those that have spent time on models, we will be integrating the ability to use and test your own models with the new client via an external resource folder.  These will give everyone the opportunity to test and fine tune their models before submitting for public use if they so wish.

Those currently working on models will now have the opportunity to learn from the newest member, tips and tricks of the trade, resulting in a very solid community driven game.

As regards to the client itself, it is still progressing at an astonishing rate, thanks to the hard work Cisco has put in streamlining, and organizing my horrible code in order for it to adapt to future use.  Having access to models will accelerate the development further, and I can see a working prototype ready for a very select few to test within months. (Never set a true date on developments wink )

Personally, I'm very excited about this new development, and what was a dream for a lot of us, is now seriously becoming a reality....

Supaz

147

(41 replies, posted in News)

cbradsh1 wrote:

Edit:
is there any way to get a function to return the player's base class?  (just engi, path, pyro, etc, tier doesn't matter).  This would aid in selecting items based on player's class,

Obtaining the players base class is fairly simple, wont take much to write an lua function for it to be used.

148

(0 replies, posted in News)

Yet more null pointer checks.
Level lock will now be cleared on the event a player has died.
Level lock will now be cleared when a mob deactivates.
Level lock has its timer reduced.
Level lock will now be cleared when a player logs off.
Level lock does not apply to bosses, mini-bosses,  or command centres.

149

(9 replies, posted in News)

Aye, I'll sort out Command centers and bosses.  The lock was added as it is just to see it it was a feasible solution.  Will re-work it to time out quicker under certain circumstances.

150

(9 replies, posted in News)

This is strange, as it uses the exact same code to compare levels as grouping does.
It does not use the mobs level, but the level of the player that recently attacked it.
I have added some more info on the actual level it is comparing to the warning message at the end [#]
I suspect you were not reading it, and it was locked to a high player.
It's not the mobs level that governs the lock.

I may have to recode it to detect a players death so it clears the locks......