101

(14 replies, posted in News)

Critical hits, now shown as flying damage.
Psi regen now shown as flying damage.
Crew regen now shown as flying damage.
Options expanded for the display of critical hits separate from other flying damage.
Psi status now more accurately displayed in ship scanner.
Hull now more accurately displayed in ship scanner and below ships.
Hull status below a ship now gradients colour.
Crew now more accurately displayed in ship scanner and below ships.
Shields now more accurately displayed in ship scanner and below ships.
Trade now handles large cash transactions correctly.
Trade now displays money in a readable form.
Trade should now reset traders name correctly.
Group Gui portraits added.
Group Gui now shows percentage of hull remaining.
Group Gui now flashes when ship was recently hit.
Group Gui now has a button to add players to group.
Music length fixed.
Shops now show quest item prices correctly.
Shops colour now rest correctly if slot was previously occupied by a quest item.
Minimum window height reduced to help those on window 7 machines (stupid OS).
Game window now centralized.
Latency now displayed more accurately (still not 100% but much more accurate).
Captains log now opens at last entry.
Doors now animate correctly.
Mob sound now played correctly when using backspace.
Using backspace while entering text no longer attempts to select a mob.
Client should now ignore mouse clicks if no longer the window in focus.
Clicking a ship should now be more accurate.
Dragging items from one window to another should now work correctly.
Several new fabrication windows with detailed information on what is wrong with your fabrication attempt, and full item details of the possible outcome.
Action-bar keys can now be defined in keys.txt
Client will now display correct ship information if over 65k.
Weapon delay indicators now much more accurate.
Buffs on a ship now displayed in the scanner.
Dynamic size tooltips.
Mouse over buffs now use the tooltip, for both your bufs and your scanned targets buffs.
Particle engine rebuilt.
New fancy scanner, made with particle engine.
Holding down action keys will now longer spam.
Right clicking on a stack of mobs will no longer attempt to target all of them.
Fixed ' ~ ' being displayed instead of ' " ' when it was the first char in a message.
HSR Facelift project officially added, and a new .exe icon, HUGE thanks go to Psitek for this.
Yellow group indicator direction fixed.

102

(0 replies, posted in News)

Critical hits now sent to client as out_attack type.
Crew psi and recovering ships now show flying damage according.
Fixed temporary mobs not being deleted form memory( slowing host down after long up-times, oops).
Casting AoE buffs will now effect summons, in groups and set channels.
Attempt to fix planet mining quests.
New quest added.
Items with a value of 0 now take longer to vanish.
Tweaks added to help stop casting over walls.
Web effect cast rate reduced.
Mob summons should no longer dance around.
Mobs will now give chase.
Summons now take into account level difference of their masters.
Engineer mobs will now attempt to repair their allies in need.
Bosses should now recover correctly.
Psi, crew, hull, and shields now more accurate updated, and sent to client.
Ship speed is now calibrated correctly.
Fixed Psi regen.
Fabrication now sends realtime info of the fabrication attempt.
Fixed plate attributes.
Total recode of the way ship changes are sent to clients.
Amplify raised to 30pc.
Increased chance of blue and green aliens.
Green aliens now have a small level boost, but not higher than their advanced counterparts.
Advanced green aliens have a small level boost.
Summons will now move out of the way if a player attempts to sit on top of them.
Traps now deal damage to crew/psi and power according to trap level, and not just half of max amount.
Prices of alien artifacts and corpses doubled.
Dexterity effectiveness in combat increased.
Total recode of how frequencies are handled and checked.
Class now shown in /who regardless of anonymity.
Fixed a few cases where a player could gain power or psi when a cast failed.
Fixed 100% exp bug, finally smile
Reduced that chance of a mob sitting on top of a summon.
Players attempting to sit on top of a mob, should make the mob move.
Ships now added to quadtrees correctly on teleport and when created.
True weapon delay now sent to client when haste is used.
Fixed a major bug in haste, commands added to re-balance in real-time.
Ships should now explode on death, and not just vanish correctly.
Fixed tactical strike not taking into account tactics for damage mitigation.
Fixed some bad ship checks in quadtree when checking out of bounds.
Fixed item level checks for top end fabrication (level 150+).
Reduced the chance of hanging connections further.
Increased the price of quest items.
Buf information of ships now sent to client.
All network traffic now multi threaded.
Client version checking implemented.
Fixed chance of some alien items being produced with attributes way of the intended level.
Reduced the chance of mobs fleeing through walls.
Fixed crew being halved when triggering traps of any level.
Stopped regen ticks for cloaked ships giving their position away.

103

(2 replies, posted in News)

And a Mac......

104

(7 replies, posted in News)

myfriend wrote:

question
what makes the new fab system not "click and hope"
is there higher chance of success? no do you mean people don't have to figure out what to put in the boxes? i know many don't know exactly what items go in there.

There's no real way of telling what the outcome is, and what the chances are of the fabrication attempt.

Also, the new client will inform you of any errors/problems with the fabrication, whereas the old style, if there was something wrong, u had to place all the items back in again.

myfriend wrote:

question
as for adding attributes, ok i guess. for adding ability to put in 5 o6 6 attributes, i know that means you gonna buff up all the mobs/bosses cause they gonna be easier to do so whats the point. right now the bb's are soloable by  high end smugs. gona make it so every class can solo zor,axmin, etc??

I doubt mobs will be buffed further, and as regards to BBZ being soloed, yea, it used to be unheard of, but, you forget, the level limit is much higher, more players are a high tier, and the gear available is much better, so it's bound to happen.  As regards to smugs and their dirty tricks, I'll be fixing that......

105

(7 replies, posted in News)

So, we've been a bit quiet in the update front lately, so I guess we should tell ya what's been going on.

Truth is, we've been hard at work dragging this game into the 21st century....

Now we have a stable client, we can start to add some new features, overhaul old ones, and ultimately start bringing the game closer to achieving the potential it always had.

Fabrication is having quite a severe overhaul.  The old single window, "click and hope" style is dead.
It's being replaced with specialized windows for each type of fabrication. Be it enchanting salvaging, or even the good old combine.  They will each have their own window giving detailed information of the outcome, chances and item information

The following screen shots are subject to change....

http://i.imgur.com/LxRjEZh.png


http://i.imgur.com/xoGHvIi.png


http://i.imgur.com/603wy5T.png


http://i.imgur.com/uo9xNgW.png





Also, we're working on response times.  The host is built on a single thread that "pulses".  Between pulses the game sleeps a set amount in order to keep things smooth.  Basically what this means is, that if a player decides to do something while the host is sleeping, nothing happens, till the host wakes up and processes the command.

This will be a thing of the past. 

We are in the process of multithreading vital parts of the games core, which will ultimately result in a much smoother, more responsive experience for everyone.  Not only is tho host being multihreaded, but the client is too.  Both of these huge improvements will only mean one thing.  More fun, at a faster pace, with a lot less "lag".


While we work on this, I would like to ask a question regarding item attributes.

Currently we only have a handful (15 or so) of attributes that affect players.  Don't yall think it's about time you had more?

Please post ideas of new attributes, such as :-

+ %Critical hit chance.
+%Critical hit damage.
+%Hull.
+%Chance to cast Fireball.
+ Crew.
etc etc.

Please think hard about your suggestions,"Will this give me too much of an advantage?" as only those that have been thought about thoroughly will be considered....


I'm even considering raising the limit of 4 attributes per item to 5,6 or even 7 for the rarest of items.........

106

(2 replies, posted in News)

http://hostilespace.co.uk/forum/misc.php?hsr=download

Pretty much open Alpha now.

Please read the readme file enclosed carefully.

Any bugs to be posted on the forums, and crashes to be uploaded using the launcher.

Cheers guys.

107

(0 replies, posted in News)

r 432 to 436:-

Casting psions whilst dead fixed.
Obfuscate timer increased.
Gather group timer increased.
Casting same buf type will now reset the timer, and not confuse clients.
Players rank should now be sent correctly.
Maximum thrust cap raised.
Thrust stat now given a Complexity level.
Thrust attributes now drops.
Thrust now salvageable from items.
Thrust effects fixed.
Fixed trying to teleport when trading.
Decreased chance of not finding a safe place to teleport too.
The placement of loot when dropping it should now be more accurate.
Sentries now cast "Web Effect" slowing ship movement, considerably.
Bosses should now recover quickly from a fight.
More info for grouped players sent to clients.
All teleportation timers should no longer work after death.
Boss summons now targettable.
Fixed a bug with combining items that made high Intelligence lower chance to succeed.
Slightly lowered the base/initial salvage chance.

Some of these changes may already be live......

108

(0 replies, posted in News)

Lowered spawn rates of many boss zones.
Lowered the chance bosses will summon a mob.
Lowered boss damage.
The range a boss will look for an ally to summon has been reduced.
Fixed failed casts costing psi/pwr in some cases.
Fixed bad code that made stun over powered in PvP.
Stun will now see a decrease in effectiveness against a resistant target.
Fixed "teleportation in progress spam" when trying to dock.
Disable now has a chance to stop a player form teleporting.
Reduced aggro caused by recovering too close to a mob.
Aggro data will now be correctly reset if mobs no longer believe target is a threat.

109

(0 replies, posted in News)

Enchanting with a stone that gives 11 or more will be randomized, raised from 8.
The stronger debuff should no longer be overridden by a weaker one.
All debuffs will now cap to targets level, eg a level 90 casting on a level 5 will see a reduction is the casts strength.
Mind drain cost and delay increased.
Roaming mobs should now drop loot if they have not been attacked by an npc in a while.
/clanreturn now has a chance to fail if in heavy combat.
Protection added to avoid a duplication bug.
Bases that are defended will receive a bonus regen too all artifacts in their control.
Players of the same clan cannot move artifacts inside a base if they currently own the base.
Carrying an artifact will always incur a timer when trying to teleport.
Command Center level lowered.
Level of all regen on items fixed.
Slightly lowered damage from all mobs.
Slightly decreased the damage done to players' crew.
Lowered the chance engineer mobs will try to repair.
Lowered the amount engineer bosses will repair for.
Attempted to stop mobs running home after being stunned.
Increased the time a boss waits to summon a mob to help.
Fixed ships not always visible upon login.
Reduced the chance of "ghost" ships further.
Increased ion storm amount.
/ask (psion/maneuver) will now report back what skill is required to use it.
Bosses will now always consider attacking a player within range.
Transfer power has been replaced with a new skill, Transfer Crew.

110

(2 replies, posted in News)

lol??

111

(0 replies, posted in News)

Fixed Mobs randomly running off.
Fixed Mobs slowly gaining max power.
Lowered level 50+ mob difficulty.
Slightly lowered crew damage too players.
Lowered Disruptor damage to crew.
Fixed several bad scan reset packets.
Fixed target loss on target death not being sent correctly to clients.
Added a new command /TESTFAB, this will give the player information on the fabrication they are attempting to create.
Enchanting and "Alpha fabs" now display a chance to make the item.

112

(75 replies, posted in News)

Project currently on hold, see http://hostilespace.co.uk/forum/viewtop … 5967#p5967 for more details...

113

(0 replies, posted in News)

As some of you may know, we have been working on a 2D client along side the 3D client.  There are many reasons for this, the main one being the 2D engine we have used is easier to work with than Unity.   The 2D client has also been coded in such a way that it could easily be used for the 3D unity client, so no time has been wasted....

Anyways, this thread will serve as a preview to its progress.

First a few pics...

New window to distribute skill points... (windows screenshot)

Train window


Early screen shot of the client ported to MAC OSX...
http://imageshack.us/a/img593/3871/w6rs.jpg


And an early shot of Linux (Ubuntu 12.04,2, other versions will be available...)
http://imageshack.us/a/img826/2316/x8mw.png



Everything you see has been recoded, meaning we will now have the power to change, fix, update and develop new ideas as the game grows.

Checkout http://hostilespace.co.uk/forum/misc.php?hsr=news for more news...

114

(0 replies, posted in News)

r 410:-
Fixed summons not casting correctly.
Fixed 2 possible server crashes.
Salvagers redemption only drop from level 80 or above bosses.
Fixed bosses running way out of range.
Tweaked low level mobs offense values.
Lowered crew damage.
Lowered spawn rates.

r 414:-
Fixed several Major damage bugs.

r 417:-
Reduced ALL mob damage.
Reduced Boss damage.
Reduced Tactical Strike damage.

r 423:-
Rebalanced all mobs above level 50.
Fixed bad drive id that was used to display no drive. (This could of been a cause for crashing clients when certain mobs are in range).
Bosses now respawn faster.
Mobs should now respawn slower.
Fixed sentries constantly trying to target out of range.
Fixed mobs giving chase forever.
Fixed Entities following their target too far.
Tweaked how a mob decides who to attack.

115

(0 replies, posted in News)

r 398:-
Removed several Mini-bosses from Ordos.
Attacks such as Provoke, Firebolt, Decimate, Burn will no longer override an obfuscate shield on a target.



r399:-
Fixed ghost players.
Fixed mobs not vanishing correctly upon death and reappearing upon death.
Mobs will now defend their summons.
Mobs will now seek a target that has annoyed them with a larger radius.
Fixed client not clearing scan and target correctly upon mob death.



r 407:-
Fixed several Pyro mobs.
Fixed psi class mobs not summoning.
Fixed mobs casting evolve on a summon.
Artifacts will now slow down a player carrying them.
Tweaked a few warning messages that could easily go un-noticed.
Fixed "roaming" mobs not moving unless a player was near by.
Mobs deciding to cast no longer 100pc when their cast timer had expired.
New item added that will boost salvage rates to 100pc at all times, regardless of skill level. (This does NOT increase CHANCE to salvage).
/item information for enchant stones fixed.
Pyro mobs will now roll an extra cast when casting Amplify.

116

(0 replies, posted in News)

AOE casts should no longer cast twice for those in both your set and group.
Provoke on a player will now force that player to target the caster.
Removed several mobs from Ordos to reduce crowding.
Using "/set1 " or "/set2 " will now clear your frequency correctly, and not announce it to everyone.
All roaming mobs should now move correctly.
All bosses now have a set movement speed.
/item now supports details for enchant stones.
Salvaging items will now only return a maximum of 95 percent of the target item.
Skill gained from fabricating System based items reduced.
Skill gained from fabricating Weapon based items increased.
/item will now display upgrade/plus level of all items.
The use of a Quantum stone when fabricating is now announced.
Attempting to cloak if it's not fully charge will no longer incur a delay penalty.
Bosses have had their main AI function tweaked, so that high level bosses should be more challenging.

A lot of "under-the-hood" updates have taken place, making the game run a lot smoother and faster, in most cases 10 times faster, hence the reason for the jump in revision, but few game-play updates..

117

(0 replies, posted in News)

Shops will now allow players to buy a stack of 250 units.
100 units will be bought or sold when holding Ctrl.

118

(0 replies, posted in News)

Bosses repair increased.
Fixed summons randomly running off after a /stay command has been issued.
Decreased crew damage to mobs.
Slightly increased crew damage to players.
Reduced all Alien item prices.
Alien prices now more accurate compared to mobs level.
Fixed mobs joining a fight.
Chance of radar picking up a contact now takes sensors and science level into account more accurately.
Summons should no longer drop fab parts.
Boss and Mini boss crew increased further.
Mobs over level 70 will now have more crew.
Fixed colour of  alien weapons.
Engineers now get Medicine at level 1.
Telepaths now get Medicine at level 8.
The cost of Disrupt has been reduced.
Telekinetics can now heal crew with a new psion.
Players caught recovering in the middle an encounter with a boss will now be yanked to the boss, and targeted.

119

(0 replies, posted in News)

Players will not be saved if in the middle of trading or fabricating.  This should stop items being lost.
Summons now move at maximum speed.
Disruptors damage to crew reduced.
Fixed several distance check errors.
Recovering near a mob should now draw aggro correctly.
Increased range that bosses will seek at recovering targets.
Boss crew increased.
Onslaught effectiveness reduced.
Fixed scanner picking up mobs underground.

120

(0 replies, posted in News)

Added another 50+ normal loot drops.
Balanced normal loot drops to level of mob.
Fixed heal being interrupted, but still cast.
Increased heal amount.
Tweaked fab stats to match mobs level even better.
Fixed wrong information being received when 8.0 offense has been obtained.
Trap information now sent periodically to client.
More information now sent with client radar contacts.

121

(0 replies, posted in News)

Fixed cost of advanced aliens.
Tweaked accuracy of advanced alien levels.
Fixed a major bug when calculating damage done to hull, shields, crew etc, dependent on type of weapon.
Disruptors  now damage crew more than any other weapon type
Smugglers new ability Onslaught increases damage done to crew.
Overall damage to mobs' crew has been increased.
Reduced the rate at which mobs regenerate crew.
Fixed the effects of crew regen on mobs.

122

(0 replies, posted in News)

Players faction now set correctly on load, fixes hostility issues on login.
Academy sentry mobs now attack and protect players.
Fixed a bug in salvage that could produce items with 0 values.
Advanced Alien items now drop, these generally have the highest available complexity of each stat, dependent on mobs level.

123

(1 replies, posted in News)

Cloaks are no longer switched off when recovering.
Fixed another text spam bug with smugglers cloaked in the vicinity.
Fixed new ability gained text incorrectly announcing psions for level 1.0 offense.
Fixed non-hostile ships incorrectly showing as hostile on initial login.

124

(0 replies, posted in News)

Fixed a bug that meant a smuggler could miss an ambush.
Fixed a bug that would uncloak a smuggler when under heavy fire.
Fixed a bug with same frequency player showing as hostile.
Fixed a bug that could cause a player to be constantly pvp enabled.
Increased the initial shield recharge time.

125

(0 replies, posted in News)

100 new normal loot items now available to drop.
Increased chance of loot dropping.