51

(0 replies, posted in Guides)

So the mechanics of interruption seem to not be fully understood, so I will try and help explain it.

When ever you are in combat, a percentile chance is calculated.

Strength, the new resilience and how hard the incoming hit was all work to either decrease or increase that chance.

Once the calculations are done the "chance" of interrupt is set too the player.

Before the player can cast, dice is rolled to see if what they are trying to do has been interrupted.

The main things a lot of player don't seem to realise, is that the chance has a diminishing effect.

This means, that over time, the chance is reduced.  So it can still be present out of combat after a few seconds.

So, even if you just left combat or you just cloaked, if the guy who smacked you last hit you hard, high strength, or even a high level, you can still be interrupted on your next action.

There are 3 main ways to combat this.  Raise strength, raise resilience, or just wait a bit.

52

(0 replies, posted in News)

Re-sync fixes.
Fixed possible bad exit when using /quit /exit command.
Removed the bonus from weapons being applied to skills, since host now sends actual data.
Added several new tooltip help entries for new psions.

53

(0 replies, posted in News)

Meditate skill boosts now effect the quality of entities. ( + meditate skill).
Evolve can now be casted on ALL summons, yes that means droids too.
Increase duration of all buf timers.
Accelerate added to Telkentics.
New Hellfire psion added to Pyokenetics.
Transfer crew psion boosted.
Fire nova damage increased and cost.
Found bug in salvaging that didn't raise chances when using skill modifiers like +5 system tech on weapons.
Several code changes to allow the modification and use of stats and skills.
Modified skills now sent to client, and not base skill.
Fixed bad warning message when you are able to use an item below your level.
Fixed bad level shown in above warning message. (showed player level and not level of items they could use).
Ensured mobs could not cast new psions, since they do not possess skills.
/status now sends modified stat values, not base values.
12 other new psions added.
Host now detects if clients are out of sync and forces the re-sync process.
Mobs weapon delays are now +-3 so they don't try to fire at same time.
Warning added for players to see the percentile decrease they receive for items that are above their level.
Mobs now take into account the negative effects of resilience, making them susceptible to Compromise psion.
Host now sends the correct aggro mode to clients.
Another attempt to allow summoned mobs to traverse instances.

54

(0 replies, posted in News)

Interrupt delay now received from client.
Interrupt delay now shown.
Action delay now pauses correctly when interrupted.
Aggro window now clears aggro data correctly.
Resistance attribute renamed to Resilience on items.

55

(0 replies, posted in News)

Blank aggro data sent to client to clear client correctly.
Aggro data vector now populated only if needed.
Interrupt delay now sent to client.
All players of a group in an instance area now gain small amount of aggro on all aggro generated, providing that player is near by.
Aggro data now cleared correctly when a player dies, due to the above change.
Summons will now correctly follow players into instanced areas.
New resilience attribute will now reduce chance to be interrupted.
Resist psion renamed too Resilience.
Resistance attribute renamed to Resilience.

56

(0 replies, posted in News)

Increased provoke aggro generation when a "critical hit".
Fixed provoke not working when no pervious aggro had been gained.
New conduit names added.
Resetting an instance now checks if the player is actually underground first (stops false positives if player is directly above an instanced area).
Summoned mobs will now correctly enter the same instance of their masters. (mobs did follow in, but were invisible).
Loot that doesn't fit in cargo and the dropped on floor, should now belong to that player, and not any random player.
Clan mates should no longer appear hostile to each other.
/aggro command added to toggle aggro data sent from target or from selected ship.
/rnd, /rand, /random now set too max of 25 players.
3 new Salvage kits added.
3 new Upgrade kits added.
2 Shops added to sell above kits.
Mobs max loot increased to 60.
New Boss added with a loot table of 50+ items.
Mob +- 3 levels fixed.
Mini bosses now have a chance to drop conduits..
Sadalsuud now correctly shown as a PvP area on galaxy map.
More LUA fixes and functions added.
Host now fully prepared to take on new tiles.. WATCH THIS SPACE!

57

(0 replies, posted in News)

For those of you that wish to chat to others with ya microphones, Cisco is hosting a Teamspeak server for HS.

Go to https://www.teamspeak.com/downloads.html and download Teamspeak 3 if you haven't already got it.

Once installed, simply type in /voice on the HS client, and it will open Teamspeak up too our main lobby.

A few room already exsist, so, if yo were to type in "/voice CA" or "/voice BOSS", Teamspeak will automaticly open up and auto join you too those rooms.

58

(0 replies, posted in News)

Locker sort by page added.
Locker sort all added.
Cobalt now mineable.
Thorium is now a loot only ore.
Chance to drop, and quantities for rare ores increased.
New configuration option to scan for duplicates on server boot. (default 0)
Ships will now incur a speed penalty when overweight.
Minimum ship speed reduced.
Surrounding player ship changes and positions now sent more frequently to nearby players.
Ship position now updated when scanned.
Updated several configuration files from Live server.

59

(0 replies, posted in News)

Editor max Item ID fixed.
Interact button added to planets.
Ship pixel movement now has float precision.
The above fixes ship movement at low speed being very inaccurate and sometimes non functional.
"Sort Page" and "Sort All" buttons added to locker window.

60

(0 replies, posted in News)

Network errors should now exit cleaner.
Network errors are now logged to file correctly.
Asteroids now display a level.
More stars added.
Stars now have a "speed" at which they move they move, adding greater depth.
Stars are now batched.
Fixed scanned targeted buf list displaying cloak icon in wrong position.
Max aggro bars set to 20.
First 20 aggro entries are now displayed, and not last 20.
Various text position tweaks to display item quantities up to 10000.
Shops can now buy a max of 10000 of an item.
Ship attakcs are now batched when drawing.
Galaxy map size increased.
Next gen GUI started.

61

(0 replies, posted in News)

More provoke fixes.
Sun radiation damage to crew re implemented.
Removed "DOUBLE" debug message on provoke.
Shift + k on an enemy will now force summons to attack it, regardless of aggro.
Group details now sent when group is added or removed (should stop flicker).
Removed delay initiation when attempting to cast whilst stunned.
Added interruption check for actions like heal.
Raised level cap on alien items for mini bosses.
Detailed scan now returns what mineral is available to mine from asteroids.
Detailed scan now indicates if your mining skill is too low or too high to gain any skill from mining it.
Level of asteroid now sent to clients.
Stopped mobs attempting to move while disabled.
Disconnecting players are no longer handled in the network threads.
Mobs aggro is no longer limited to 10 sorted entries.
Mob aggro changes are now sent to clients per tick, and not on every change. (huge reduction in bandwidth use).
Max item stack increased too 10000 (from 250).
All cargo slots, lockers, and fabrication may now stack up to 10000 units.

62

(0 replies, posted in News)

598:-
Fixes duplicate alien items being spawned.

600:-
Ships will now recalibrate when an item has been edited.

607:-
Lots of new LUA functions.

611:-
More LUA functions added.

615:-
Fixes buffs stacking.

618:-
More LUA functions added.

627:-
Skill bonuses on items added to calibrate_ship()
Fix for small/slow mob movements.
Ships now have a max speed override.
Mobs with a waypoint will no longer stop to attack their target.
Mobs with a waypoint will no longer sleep till it has been reached.
More LUA functions added.

628:-
New skills gained should now be announced when distributing points.
More LUA functions added.

634:-
Fixes quest mobs moving too fast.

638:-
Fixed maneuvers not showing particles on correct ships.
Increased accuracy of teleport fields.
Quest GUI support.

640:-
Decoys will now have weapons fully charged when summoned.
Reduced pause when discharging weapons.
Summons will now be correctly destroyed on ship death.
"-End Transmission-" added to help with Gui parse.
Fixed bugged conduit drop from bosses.
Optimised out_aggro bandwidth usage.

644:-
Tweaked crew damage done weapon type.
Healing a cloaked ship is now possible if it's in the same group.
Removed radiation fields from suns.
Fixed "Hull integrity compromised." spam when low on health.
Clan check now added so players of the same clan are not hostile in PvP zones.
A maximum of 25 skill chances are now available when fabricating large quantities.
Level check fixed for skill gain.

646:-
Salvaging now has a chance to gain skill per attribute.

647:-
Provoke should now be more effective.
Fixed aggro bars spazzing out in long fights.

63

(5 replies, posted in News)

Yea, the /psi window was not supposed to be released yet. It not quite finished.

Cisco already told me off.

It will probably be removed on next patch until its ready.

64

(0 replies, posted in News)

The host and client now have a "generic" quest system in place.

It needs testing and is likely to break (coz I coded too much of it).....Angus done the rest, and that wont break... Will, it Angus?????).

None of this would be possible without the help of Jagger for his patience (with me) and devotion to the game in order to code the scripts and help develop a lot of functions to make this possible.

65

(9 replies, posted in News)

What the...

Man, I knew blackened fairly well.  Always easy to talk too and got mad skills.

He will be immensely missed.

If anyone can think of a fitting tribute, a new hull, planet, item named after him, etc I will see to it that it is added.

66

(33 replies, posted in News)

Have fixed server saving.  My bad.

67

(16 replies, posted in Guides)

Had my eye on this for a while now.

We may actually have a way of implementing this into the game via quests, or even a tutorial.

Would be great to see this finished and then added into the game.

68

(0 replies, posted in News)

Clients will now wait till server has fully booted.
Fixed buffs not refreshing timer when overcast.
Trade timers added, will cancel trade if not accepted in 10 seconds.
Increased combat skill gain rate further.

69

(0 replies, posted in News)

Improved combat skill gain rates.
Improved Smugglers starting cloak (TX Cloak).
Increased timer for combat cool down to slow mobs regenerating so quickly at low levels.
Fixed hull loss when recasting hull bufs (inspiration Augment etc).
Expanded tile amount limits.
Fixed a another rare crash in mining.

70

(0 replies, posted in News)

After quite a nightmare getting my head around finding item duplicates, making a list of ID's that need to be swapped, then applying them too the players items, I think I've managed to fix the items that had different ID's and stopped them happening again in the future.....

Sorry guys, basically, the database scan I made managed to latch on to a load of old, broken items ID's and used them for the item DB rebuild.

71

(0 replies, posted in News)

New save structure enables item editing in future.
Item ID's should now remain the same after a server reboot.

72

(0 replies, posted in News)

Fixed insane cloak attributes dropping.
Path's evolved entity now fires twice as fast.
Path's evolved entity now has double hull points.
Path's evolved entity now has double crew points.

73

(0 replies, posted in News)

Fixed a rare crash when mining.
Fixed frameworks not dropping correctly.
Fixed decoys not spawning with correct stats.
Fixed power draining when hyperspace fails.
Fixed strongest buff not being applied correctly, and overwriting a weaker one.
Reduced the spam on some warnings.
Haste and cloak attributes can now be salvaged and fabricated.
Fixed tritainumn being made with recycled trit and silver.

74

(0 replies, posted in Guides)

Check out the Hostile Space Wiki for info almost anything related to Hostile Space.

75

(0 replies, posted in News)

Shift O will now power up ship if already recovering.
Fixed players hitting mobs with high interrupts.
Lowered the effect of level difference on interrupt chance.