No, a level 75 repairs on a level 50 will diminish.
And what is a level 50 doing bossing with a 75? ........
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Hostile Space Revived → Posts by Supanova
No, a level 75 repairs on a level 50 will diminish.
And what is a level 50 doing bossing with a 75? ........
Mobs will now be "locked" to a 20% level range of the player that attacks it.
Targeting and casting on a mob that is locked out of your range will fail.
The lock will time out after a few minutes.
Buffs, aggro, heal and repair will now diminish on targets lower than the caster.
Fixed a bug in boss shakes that reduced it's effectiveness as more players resisted it (bad for-loop).
Bosses will now cast Tactical strike on smugglers.
Obfuscate will now act as a shield lasting 40% of the player max hull as damage.
Fixed id's of items sharing those defined in zone-files (eg academy exit key bug)
Cloak charge speeds have not been adjusted for months. Fixing the complexity of the item would not effect charge times.
What I have done is apply a complexity ratio to cloak speed. Which it did not originally have.
What this means is you could of taken certain EW's to +9 and not see a rise in item complexity. But now it is calculated, as are all other stats.
Paths Disrupt fixed.
Gather group now has a timer.
Exits removed from brood boss rooms.
A longer obfus wouldn't make much of a difference, and making Tactical strike hurt and obfus smug would also not help, unless it 1 shot killed them.
I think a timer on gather group is the first thing to try, 3 minutes is too long, more like 40 seconds mayb?
If this fails, I may have to redesign the base.
Mobs will no longer target a player that is a considerable threat, they will choose to ignore them and attack the weaker target.
The cloak stat will now have an effect on the items complexity...
Will be looking into ways of making it harder for smugs to tag team certain bosses....
This may see the removal of the exit from brood boss rooms, and a 3 minute timer placer on Gather group...
The platforms, "Steps" give it quite a high poly count for little detail... Could probably put those polys to better use?
All modelers should keep in mind that we will still retain a top down view, so the "underneath" of meshes can be pretty much flat, to reduce poly count further.
Keep it up guys great work so far
Nah, definitely wasn't a $ command that broke it.
Last thing that happened was your client sending "#ACTIVATE1" to host, either typed or u clicked the activate button.
Either way, when the host went to use the item it didn't find it and spazzed out.
Anyways, added a line to check if the item exists, so won't happen again.
$item would not of caused the crash
Did u type a #ACTIVATE command??
Wow first crash in months, working on it.
Initial debug reveals and illegal #ACTIVATE on an item that no longer exists in the players inventory.
How this is possible I'm not sure, but maybe Racecarbob can enlighten me?
Anyways, doing a quick patch and will upload the fix in a sec
Speaking of new ships, I was wondering if anyone would like to model shipyards/dry-docks/shops?
Would be nice to get some 3D models for them up and running. The code for them is already in place, just need something for the player to see in order to interact with.
"0" not "o" !!!
Aye nice Harv, I was thinking more along the lines of panel backgrounds, buttons to show windows, etc etc. The idea is to remove as much of the bulkiness of the original GUI and have minimal info on screen, until it is asked for Will have them all moveable and individually close all at a touch of a button/click....
Aye, it's coming along nice, fast too, just got basic item movement sorted.
Thing is, we have noting to work with other than the original .bmp for now.
We desperately need 3d models for new items.
More importantly, we need ideas / screenshots of GUI setups.
Any artists out there willing to make a GUI setup and post screenshots here??
And yes we need hulls too, think we are ready to implement different hulls now, item and ship classes are ready for them.
New engine, already up to speed with the old one, and more.... Here's a little screenie
Still lots to do, lots to tweak, just a post to show progress, pretty much everything will be redesigned as we go along
Well it's been some time since our first real progress update so, I guess one should be done...
Angus and I basically needed a break. We've been hard at it since January to get to a point where the host can be trusted to stay alive unattended, with the majority of bugs fixed.
As regards to the client, we took a few steps back to look at the engine we were using as a whole and decided to start from scratch.
Now, we haven't lost a great deal of work, most of it can actually be salvaged. The new engine we are using is a lot more user friendly, widely used and has a huge support base. All traits that are hugely lacking with the previous engine.
Also, we have officially brought Cisco into the development of the new client. His experience with the languages the new engine uses, and the time he will be able to spare will bring the new client up to scratch a lot quicker. His attention to detail will undoubtedly be evident throughout the final client release.
With a 3rd person on board, it means Angus and I can give the host a bit more attention. As we speak, Angus is hard at work on a lua powered quest engine. This will ultimately give players a huge role to play in the content. Final details of the capabilities it will support are vague so we cannot really promise much just yet, but we will be keeping everyone posted.
Suapz.
Basically, if I do 1k damage to you, and then leave you alone, that damage will not count over time. Not all pvp takes place in spot, so the damage I done to you 2 hours ago will no longer count. So if you manged to escape the attack, then regenerate, the damage I done will no longer count.
Cloaks below 100 will now see a increase in speed.
Negative pvp points fixed.
Jam Sensors duration increased.
Found another possible server side issue for the infamous "Facing Target" bug.
Clan max rank bug fix.
Doing the most dmg in pvp will now result in your kill, and not the player with the killing blow...
Damage you do to a player will fade over time.
Ambush damage will now take armour mitigation into account.
Psions such as inferno and might will no longer cast when cloaked.
Jam sensors now lowers sensors, and not defense..... oops....
Fixed 0 hull bug.
Fixed mobs hull regeneration.
PVP points added.
First login will take into account your level and tiers and add points accordingly.
Client now receives pvp points correctly.
Client now shows players pvp points.
10% of the bosses level will be added as pvp points.
10% of the players pvp points will be gained.
No more Tier 10...........
Stoned items, those of 0 value are now announced when picked up.
Equipping a stacked item from the ground will now result in an invalid move, and not destroy all items but 1.
Quantity of stacked items may now be as much as 250 when fabricating.
Quantum stones can now be used with fab parts. Does not effect conduit type needed.
Quality of fab parts increased.
High level conduits now drop correctly.
Enchanting of fabed items now possible.
Hostile Space Revived → Posts by Supanova
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