201

(2 replies, posted in News)

Wider angle now allowed when facing target.
Fixed Auction text.
Casting on a cloaked smug no longer uncloaks them.
Examine fixed.
All new fab parts have had their stack-able item flag switched on, meaning items weight is no longer 1kt.
The above change will create new 20k id's but re-logging will fix this.
All systems will power up automatically after death.
Fixed timers on weapons and systems cool-downs.
Failed casts for invalid target, ship out of range, no scan etc no longer spend power/psi.

202

(0 replies, posted in News)

Yet more mob damage balancing.
Fixed entry to clan bases.
Fixed enchanting not applying correct level and not capped at 70 cpx.
Auction channel now global.
Fixed a few bugs with mob's movement.
Examine and other actions no longer uncloak a ship.

203

(0 replies, posted in News)

Further damage balancing.
Ship states (eg stun, disable fields) now updated correctly.
AOE direct attacks should now obey uncloaking rules.
Fixed a bug regarding the invite of new clan members, and then logging off before that player accepts.

204

(0 replies, posted in News)

Keep alive ping implemented, should stop "hanging" connections.
/item updated for new fab parts.
Mass of stacked items fixed.
Client group updated correctly when leader drops.
Mob damage re-balance

205

(0 replies, posted in News)

Uncloaking smugglers tweaked.
Seeing a cloaked smuggler is now based on sensor value.
38 Items added to Defense Fortress, including Quantum Infusion stones. (Huge thank you to Chafgrenade and Rowspan for their help)
Boss drop rate increased.

206

(4 replies, posted in News)

Amaterasu wrote:

You mean to tell me if we had over 200sa or 200def it didnt matter?

That is exactly what I mean.  In the case of Armour, you still received hull, but no extra damage mitigation.

207

(4 replies, posted in News)

200 stat cap lifted too 1000.
Fixed mob AoE casting text.
Minimum rep increased.

208

(0 replies, posted in News)

Summons no longer spam AOE buffs.
Fixed mobs Psi Blast text.
Mobs can now cast AOE direct attacks (Fire Nova).
Remove effect now removes stun and disable fields.

209

(0 replies, posted in News)

New psions for Pyro, Amplify and Amplification Aura, raises main class abilities' level by 10% and 20% respectively.
Anything used while this Amplify is active will be boosted. High psi cost, very short duration.
Obfuscate now renders the smuggler invulnerable for a short time.
Obuscate now has it's own timer that does not interfere with any other timer.
Boss spawn radius fixed, but original range kept (Vakri Vex should no longer spawn in the halls)
Fixed mobs vanishing if pulled too far from home.
Mobs will now give up chasing if you are either too fast, or pulled the mob too far from home.
Fixed the effect of having crew a lot lower than max crew.
Fixed mobs vanishing if pulled too far from home.
Mobs will now give up chasing if you are either too fast, or pulled the mob too far from home.
Fixed mobs ability to stun.
Fixed mobs casting Psi Blast
Mobs now cast AOE buffs.
Stopped summons constantly shuffling.

210

(0 replies, posted in News)

A test server is currently in place to test the overhaul of Obfuscate, and a new Psion for pyros called Amplify.

Obfuscate now renders the caster invulnerable for a set time.  The power cost is great, and it comes with it's own timer, so it can't be used, nor interfere with any other abilities.

Amplify, for a high psi cost and short timer, will increase the level of your pyro-kenetic abilities by 10%.

Please test these in the test server and report back any imbalance that may exist

211

(0 replies, posted in News)

Reduced the amount of shields given to plates.
Increased the chance of Blue and Green Aliens
molds fixed.
Boss timers fixed.
Fixed the effect of having crew a lot lower than max crew.

212

(1 replies, posted in News)

Blue flying damage hidden if cloaked.
Attempt to narrow intended mob level for outpost defense.
Fixed a bug that gave a chance of spawning high level fighter mini-bosses for outpost defense... ouch
Doubled chance of outpost defense encounters.
Doubled the chance of getting skill from the new fab system.
+skill parts now drop from bosses.
Selecting your summon and using Shift + k or /kill will now destroy it.

213

(1 replies, posted in News)

seems to be ok now.......

214

(1 replies, posted in News)

Seems to be having some major issues.  Fortunately this is actually the first time we've had an issue since we moved back in January this year.

Nothing we can do atm guys, sorry sad

215

(0 replies, posted in News)

Ammunition warning will now only be announced when you have a target.
Mob flying damage fixed.
Bug in Viable target fixed.
Fabrication system fully implemented.
Reduced the variation in stat parts, will increase chances of finding duplicates.
Enchant will now announce the stone used if it fails.
Protection added to stop stat parts dropping with a value way over the mobs level. (eg lvl 12 items dropping from lvl 2 mobs)
Fixed using any conduit for level 0 weapons.
New quest added. (Mobs will try to raid an outpost, protect the Defense Nexus at all costs).
Uncloaking smugglers fixed. (sensors vs hide based)
Vector 5 and other parts now more likely to drop.
Weaken fixed.
Fixed bug with low level T0 groups.
Fixed psi being obtained when interrupted.
Probably other smaller changes I can't remember....


Thanks to those that have tested, the fab system has been a long time in the making.... Let's just hope it's worth it.

216

(8 replies, posted in News)

I can see the point Mothra is making, However, it would just spawn a load of alt players to get around it.

As Bronson stated, the current system I have in place is that the lower the grade of part you are hunting, the easier it is to find.  But they drop off EVERY mob of that level.

Just wondering if that may be a problem, or contain the parts to only drop in certain areas, much like conduits did in 2.0

217

(8 replies, posted in News)

Aye, that's not too bad an idea, only drop from "unique" mobs, such as those mentioned by Rowspan.  As regards to rarity, the higher the level of the mob, the better the item, BUT the less likely it is to drop......

218

(8 replies, posted in News)

Reduced the variation in stat parts, will increase chances of finding duplicates.
Stat parts now obtain correct ID if a match is found.
Enchant will now announce the stone used if it fails.
Protection added to stop stat parts dropping with a value way over the mobs level. (eg level 12 items dropping from level 2 mobs)
Fixed using any conduit for level 0 weapons.

Ok, now, I believe everything is now balanced and set for this to be used live very soon.

I have just one decision to make, and that's how to have the items drop.

The actual drop rates I've already determined.

It's where these parts should drop.

I have already coded in support in order to have predefined mobs in areas drop only specific part types, eg a mold, a weapon core, stat part etc. These are still random values, only thing defined is that the mob has a chance to drop it.

So, either I set which mobs should drop parts, OR let ALL mobs have a chance to drop a part.

You guys need to consider, either hunting in one place for a particular part is better, and having the area never mature to multi, or leave it to chance and everywhere has the chance to spawn items, keeping the chance of multi fair.

Will also be reducing the variation of stat parts further by making Fore, Aft, SB and Port universal.  This can't be done with Auxiliary systems since the stats on these vary too much, and balancing them will cause a lot of item level issues with the current database.

EDIT: Test server is now up, make sure you reboot the launcher to get the latest client in order to see the update regarding universal Fore, Aft, SB, and Port stat parts.  And please test everything is working as intended.

Drop rates are currently in place, for the purpose of testing the system, farm lowest level areas.

219

(0 replies, posted in News)

Ammunition warning will now only be announced when you have a target.
Mob flying damage fixed.
Bug in Viable target fixed.

220

(0 replies, posted in News)

Dry dock restore fixed.
Repairing a ship will now add blue ""flying damage"
Hull regen will also add "flying damage"
Summons will now teleport to thier master if too far behind.
A few extra warning messages.

221

(0 replies, posted in News)

Burn now gives aggro damage to the caster.
Weaken will no longer take more than 25% of the targets max hull.
Obliterate works much like Weaken, so this will also have a 25% max cap.
Provoke now will count towards aggro damage.
Mobs will now check the targets level before total aggro.  (This will mean mobs will tend to attack similar level players)
Tier exp has been re-balanced. For the most part, all tiers will see a small increase in solo exp.
Grouping now has a 10% bonus per player, before any other modifications.
The groups AVERAGE tier is now calculated, and experience awarded based on the average tier.
Fixed T1 and T2 exp. (Bad math gave T1 double exp and T2 a slight increase over T0).

222

(1 replies, posted in News)

Currently tracking down one of our last Errors.

Seems when a player is removed from the server, the aggro data for that player is not always deleted correctly.

However, I suspect that it is, but it is being added again with illegal pointers for a player.

Trying to find out where this happens is not going to be easy.

Fortunately it is a rare crash.

Server up in 5.

223

(12 replies, posted in News)

Mothra wrote:

t1 gets a lot more XP than t0, so if you group a t2 you will both average as t1 (ish) and get great XP. This is because your tier and XP are multiples of each other, and as you cannot multiply by 0, t0 has a set figure... t0 XP appears to be below t1 for some reason?

I dunno if this is a bug or a feature tho, so please don't exploit tongue

It is a bug. I found out the other day when I was online discussing it all.  Placed it in a spread sheet and saw T1 get double exp than a T0 and T2 get a small increase too.

going to update in a bit and fix it.

224

(12 replies, posted in News)

The "goal posts" as u say, should of been moved a month or more back, and I believed it was fixed.

A lot of people realized it wasn't and quickly abused it.

There were only a 2 maybe 3 T9's back then.

If it's so unfair now, maybe we should roll back then.

225

(12 replies, posted in News)

Right there's been some changes to the way exp is shared, and of course all the high tier players are complaining.

If anyone believes "balanced" is a T0 getting the kill gives a T9 the same exp, then this is the wrong game for you.

This was supposed to of been addressed a while back, and has since been abused.

So, we've had to re write the exp code.

The following changes have been made.


For every player in the group a 10% increase of the exp BEFORE sharing has been added.

The average level of tier in the group is calculated, then 20% added.

The exp is then shared at that level of tier.


Right so in simple terms :-

A T1, a T4, T7, T6 and T9 are grouped.

The kill is 50 exp (white mob)

50% is added  (50 * 1.5) = 75 exp.

The tier count is 1 + 4 + 7 + 6 + 9 = 27.

Add 20% (27 * 1.2) = 32.

Average tier is 32 / 5 = 6.

Exp shared at T6 level.

If everyone is around the same tier, the group will benefit a lot mainly from the 10% exp per player.

A low tier may take a exp hit per kill with a high tier, but, you will be killing faster, and should also be learning from the higher tier, tips on how to play.

Player's experience is invaluable compared to actual game experience.