Star Conquest's unarmed combat system is now in effect. This is a way to grapple, disarm, and cause (usually) minor injuries to opponents.
The PUNCH, KICK, and TACKLE commands are now part of this combat system.
Posted at Sat Feb 28 21:18:54 2009 UTC (16 years, 1 month, 20 days, 15 hours, 58 minutes, and 32 seconds ago)Introducing TACTICAL COMMUNICATIONS.
Here's how it works!
General communications: suitable for transmissions like "Where can I find a shop that sells a single fingerless glove which is tight but not too tight?" and "I have reflected long on the fact that you believe me to be a moron and after painstaking self-reflection I have come to believe that YOU in fact are the moron."
Tactical communications: suitable for transmissions such as "OH MY GOD OUTSIDERS EVERYWHERE KILLING EVERYONE ALL DEAD WHO AM I EVEN TALKING TO" and... well that's about it really. Basically this channel is all business, so that ideally people could turn off the general channel and still be kept informed about exciting things happening.
These rules won't be staff-enforced but I suspect a lot of you players will tend to enforce it yourselves!
Probably everyone has forgotten this command, but you may type GEN COMM to toggle the general channel off and on. Similarly, TAC COMM has been added.
Posted at Tue Mar 10 03:33:32 2009 UTC (16 years, 1 month, 11 days, 9 hours, 43 minutes, and 54 seconds ago)Introducing Star Conquest's Recent Events web page!
http://moo.squidsoft.net:7779/recentevents
The page currently covers only the beta week and opening night event. It will be updated with additional recent happenings shortly!
Posted at Tue Mar 10 14:25:38 2009 UTC (16 years, 1 month, 10 days, 22 hours, 51 minutes, and 48 seconds ago)Starship bounty rewards have been reworked!
1) First of all, bounty wasn't being awarded for ship kills at all a lot of the time. This has been fixed!
2) Now everyone who contributes to the destruction of an enemy ship gets a piece of the bounty, in proportion to how much they contributed.
3) The crew of the ship that lands the killing shot each get a bigger piece of the bounty, with the largest bonus going to the person who actually made the kill.
As always, bounty is actually awarded when you land at an alliance-controlled port.
Posted at Wed Mar 11 21:34:53 2009 UTC (16 years, 1 month, 9 days, 15 hours, 42 minutes, and 33 seconds ago)BOARD READERS BOARD READERS BOARD READERS
Posted at Mon Mar 16 20:11:05 2009 UTC (16 years, 1 month, 4 days, 17 hours, 6 minutes, and 21 seconds ago)As announced in-character during the earlier event with Corin Shea, our crafting system is going live.
Stores have just been placed on each capital planet/station and the help file is up. Type HELP CRAFTING for more information.
NOTE: If you really want to get started immediately, be aware that the Sonic Tech and Hand Weaponry licenses currently do not have the necessary supplies available anywhere. However, this should change within a couple of days, so go ahead and buy those licenses if you want to make stun weaponry eventually.
This system has an entry barrier of 20 points.
Posted at Sun Mar 29 02:37:40 2009 UTC (16 years, 22 days, 10 hours, 39 minutes, and 46 seconds ago)Transmitters have been altered!
TUNE TRANSMITTER now sets up frequencies similarly to before, with the addition of custom labels.
TRANSMIT
The USE command is no more.
We will soon be releasing craftable objects that expand transmitters to multiple frequencies.
Posted at Sat Apr 25 23:16:30 2009 UTC (15 years, 11 months, 25 days, 14 hours, and 56 seconds ago)A few changes to beacon drops and combat points:
* Fixed an exploit where ships could get credited for beacon drops without fighting.
* Fixed an exploit where players could farm combat points by leaving beacon drops incomplete.
* Removed evasion points for any ship where the control room has weaponry (fighters and other one-person ships, plus corvettes) as the combined point gain proved excessive. Evasion points work as before in larger ships.
* Changed beacon drop cap interval from 24 hours to 22 hours, to account for battle time. This means you can drop a new beacon once one of your previous drops is 22 hours old. You can check this with the INFO command.
Posted at Wed May 20 04:25:10 2009 UTC (15 years, 11 months, 1 day, 8 hours, 52 minutes, and 16 seconds ago)Recent Additions and Changes
* The Teslaworld exploring activity is now available.
* Many changes to point balance and changes to the cap system.
Please check OOC/Announcements on your in-game message board reader for details on both of these.
Posted at Sun Jun 14 01:28:24 2009 UTC (15 years, 10 months, 4 days, 11 hours, 49 minutes, and 2 seconds ago)Newsfeed aggregators are now available at any reputable comm store! These show headlines from minor news sources and is more related to mundane things, as opposed to the ship-based news system.
Posted at Thu Jul 16 00:55:16 2009 UTC (15 years, 9 months, 3 days, 12 hours, 22 minutes, and 10 seconds ago)Attention Cadets: Introducing PROMPTED PROFILES!
For those who are new to writing profiles or having trouble knowing what to write and what to avoid writing, we now have a series of prompts (for standard profiles only) that you may choose to use.
You should still try to choose a unique character concept on your own, but the prompts will help you keep track of your character's general circumstances and break things down into smaller, easier pieces.
As before, when you want to write your profile, just type the PROFILE command. You will be asked if you want to use the prompts.
Good luck!
Posted at Sun Aug 9 15:11:03 2009 UTC (15 years, 8 months, 9 days, 22 hours, 6 minutes, and 23 seconds ago)Trade routes!
I've grown tired of complaints and seeing other players harassed about using EVERYONE'S FAVORITE ROUTE (which is kind of silly, by the way, unless you're RPing someone kind of irrational; nobody owns any trade route). To alleviate this, a second, somewhat equivalent route has been added. It will probably be hard to find. Enjoy!
Posted at Tue Aug 11 18:45:32 2009 UTC (15 years, 8 months, 7 days, 18 hours, 31 minutes, and 54 seconds ago)Adding new functionality to the helpfile system!
If you ask for help on a nonexistent help file, it'll ask you if you want to search the help system for it. If you say yes, then the MAGIC happens.
You can also access this new functionality with @SEARCHHELP.
Posted at Fri Aug 14 01:33:25 2009 UTC (15 years, 8 months, 5 days, 11 hours, 44 minutes, and 1 second ago)This doesn't matter to any of you currently connected, but I did it and that means I am going to announce it. INTRODUCING HELPFUL HELPER NEWBIE DRONES! These will describe the intricacies of various important rooms to new players, as well as guide them step-by-step through their first salvaging trip. The purpose is to provide an alternative to wading through help files and going through the tutorial (which we find a lot of new players skip just prior to complaining about not knowing what to do) and let new players jump right into making progress without feeling lost. Enjoy! P.S. You can't actually enjoy these, they're for newbies.
Posted at Tue Aug 18 00:04:18 2009 UTC (15 years, 8 months, 1 day, 13 hours, 13 minutes, and 8 seconds ago)We've put together a new website (although it still appears to be from the mid-90s) all served directly by the game through the web portal. This allows us to integrate the website closely with the game, and we'll be adding more features in this vein if our ambition is sustained!
http://squidsoft.net:7779/
If you're curious, you may want to check out the About page, which includes for perhaps the first time ever a clear statement of SC's theme, plus it includes a newly rewritten and expanded timeline that explains many elements of SC's theme. Enjoy!
Posted at Wed Aug 19 23:15:45 2009 UTC (15 years, 7 months, 29 days, 14 hours, 1 minute, and 41 seconds ago)INTRODUCING ASTEROID BELT MANAGEMENT!
This is a new activity that will basically allow you to passively earn industry points on a daily basis. This will only be a fraction of your daily cap increase, but it's better than nothing!
We have two purposes here:
1) Allow players to progress without constant grinding (though, obviously, still much more slowly if they don't grind).
2) Make player age a greater component of their general level of advancement.
For more information, see Arty's post in General/General, as well as the Asteroid Belt Management help file.
As always, report any oddities or apparent imbalances!
Posted at Fri Aug 21 21:09:54 2009 UTC (15 years, 7 months, 27 days, 16 hours, 7 minutes, and 32 seconds ago)CHANGES TO THE WEB PORTAL!
First of all, the address again if anyone missed it: http://moo.squidsoft.net:7779/
This will be SC's main official website.
We've added new links to in-character information in what might be an easier interface: the alliance reports and the news aggregator headlines. The 'Who's Playing' link has been renamed to 'Active Pilots' and made IC, as well.
Also planned: letting you log in with your squidsoft.net account info and browse your ships, components, and other information about your character.
Anyone have any suggestions for things that would be cool/useful? Use the REPORT command!
Posted at Mon Aug 24 00:54:10 2009 UTC (15 years, 7 months, 25 days, 12 hours, 23 minutes, and 16 seconds ago)Brand new players can now type CREATE at the game's login screen in order to create a new account, without having to visit the account maintenance website.
You can now also input the email verification code by logging into your account right here on SC.
This doesn't affect any of you in the least, but, uh, tell your friends?
Posted at Fri Aug 28 01:48:24 2009 UTC (15 years, 7 months, 21 days, 11 hours, 29 minutes, and 2 seconds ago)Changes to ship stores and COMPONENT POINT REQUIREMENTS this morning!
Component points and diplomacy:
* Pilots will require somewhat fewer points to buy components manufactured by their own alliance.
* A similar, lesser discount will be offered to allied pilots.
* Components belonging to an alliance with which relations are neutral will be very slightly harder to get.
* Components belonging to an alliance which you only have a treaty with, or that you are at war with, will be significantly harder to get.
* For a non-aggression pact, or for defunct manufacturers like the Coalition, point requirements are unchanged.
Ship stores:
* Components are now sorted by type and point requirement.
* The POINTS command is no more! Point requirement information will appear under INFO.
* Information about starships will now appear under INFO even when the ship does not have a market description.
Posted at Thu Sep 3 15:24:06 2009 UTC (15 years, 7 months, 14 days, 21 hours, 53 minutes, and 20 seconds ago)DIFFICULTY LEVELS ADDED TO BEACON DROPS
When you launch a beacon, you will first be prompted for a signal strength. This directly affects the level of enemy response.
Previous beacon drops were what is now "standard" strength.
The higher difficulties are indeed quite difficult. The last in particular is very much not recommended, unless your crew is very prepared or you would like to lose your ship in a new and interesting fashion. Seriously.
Posted at Thu Sep 10 15:25:03 2009 UTC (15 years, 7 months, 7 days, 21 hours, 52 minutes, and 23 seconds ago)For greater ease in determining in which cases ships are transferrable, the INFO command now shows the highest point requirements of the hull and installed components.
It's important to note that this information was freely available previously, but it's easier to know now. These point requirements DO NOT include special enhancements to the ship, like the alliance specific upgrades, so being aware of those requirements is up to you.
As always, transferring ships to other players who do not meet the point requirements or belong to other alliances, or who otherwise could not get the same ship and components for themselves, is illegal by Policy 6.
Posted at Thu Sep 17 16:44:28 2009 UTC (15 years, 7 months, 20 hours, 32 minutes, and 58 seconds ago)Dear players,
During the forum last week, we polled you players about your desired event schedule. We included "24/7" as a comedy option, and as we should perhaps have predicted, most players chose it. Oh, how we laughed.
Then, afterwards, as we were driving back home in the hostmobile, our laughter faded away, and we began to think. Could there be, perhaps, a way that we could hold more frequent events? And we arrived at the conclusion that YES, there was something we could do. We have the technology.
And so we are proud to make an announcement!
OUR DAILY EVENT SCHEDULE BEGAN TONIGHT.
That is to say, we will aim for daily events, and we'll most likely hold them at least most days of the week. Most will be small and repeatable, and will not advance the plot, but they will be something different to do besides the usual grind. We'll call them minievents! The exact schedule will be unpredictable, but most events will occur during our normal peak hours (about 6pm to 11pm game time).
Rest assured that the addition of minievents will not interfere with our schedule for plot events, small or large. This will be an addition, not a replacement.
Enjoy!
With love,
The hosts
P.S. Write back soon!
Posted at Mon Sep 21 00:25:04 2009 UTC (15 years, 6 months, 28 days, 12 hours, 52 minutes, and 22 seconds ago)Owners of carrier-type ships rejoice!
In specific carrier-type ships, you can type in STATUS in the docking bay to view a status report for the ships inside the docking bay.
Posted at Mon Oct 5 11:21:47 2009 UTC (15 years, 6 months, 14 days, 1 hour, 55 minutes, and 39 seconds ago)Certain starship abilities now show up visibly in starship descriptions. Enjoy!
Posted at Mon Oct 5 12:04:49 2009 UTC (15 years, 6 months, 14 days, 1 hour, 12 minutes, and 37 seconds ago)Announcing...
NEW FIRMWARE FOR YOUR FLIGHT CONTROL SCANNERS!
You can now TUNE flight control scanners TO either the 'public' scanner or your alliance's scanner. The public scanner is functionally identical to the old behaviour of flight control scanners.
Posted at Thu Oct 8 08:20:10 2009 UTC (15 years, 6 months, 11 days, 4 hours, 57 minutes, and 16 seconds ago)Introducing the CONQUEST OF THE STARS system! Simply put, this is a new system designed to encourage competition among the alliances. Although its initial implementation is small and simple, our aim is for the core Star Conquest game to eventually revolve around this system (hence the lame name).
You can view Conquest results at any time by typing CONQUEST. Conquest results will also always show up in the welcome message when you first connect to the game.
The effects of certain activities and the nature of the benefits for winning will be prone to a lot of rebalancing for a while.
Posted at Wed Oct 14 16:55:34 2009 UTC (15 years, 6 months, 4 days, 20 hours, 21 minutes, and 52 seconds ago)Introducing...
For the explorer with a plan....
In deep space, one can now find areas of unusual debris density. If that phrase is a bit wordy, you can just call them debris fields.
Posted at Sat Nov 7 02:05:18 2009 UTC (15 years, 5 months, 11 days, 11 hours, 12 minutes, and 8 seconds ago)The ground combat system has been partly redesigned, in particular where battlesuits are concerned.
The new system won't be going live for a little while, probably not till sometime after Christmas. This is being posted now because it has produced a few changes that could already be noticed. Also, you'll get time to prepare!
- Battlesuits no longer belong to the aerial fortress. Instead, each player buys their own individual battlesuit, which is customizable with weapons, abilities, and armor. The availability of these is determined by your ground combat points.
- Battlesuits will automatically transfer to the fortress, and back to the spaceport, as you enter or exit a mule.
- There is an all-new progression of weapons available. Which weapons are available depends upon the type and level of the battlesuit.
- Plasma abilities as well as repair drones are now replaced by a general system of special abilities, which include plasma and repair minidrones as well as two new branches. These abilities all expend a battlesuit's energy, which will recharge gradually on its own.
- Battlesuits can now customize their armor, or go without. Heavier armor tends to reduce evasion, but also drastically decreases the amount of damage taken.
- Battlesuit ammunition is no longer bought separately. Instead, your fortress will hold "synthesis supplies" from which it will build the ammunition it needs. Higher quality weapons require more supplies.
- Enemies will no longer fire randomly, but will instead focus on the target for which they have the most enmity. To manage this, the old flare ability is now under one of the special ability branches.
- Enemies in general will be hardier and will require more strategy and teamwork to take down.
- Full repair units are no longer available. Players will be expected to use ability- or item-based repairing to return to full strength, with the help of occasional full resupplies from the fortress.
- Battlesuits no longer have damage thresholds, and can be repaired completely from any damage level.
- Battlesuits can no longer be destroyed outright. If sufficiently damaged, a battlesuit will automatically be forced to return to the aerial fortress, and will require a refurbishment with a large supply cost before it can be deployed again.
- Aerial fortress supply centers on each capital have been altered for the new system. You can purchase and customize your battlesuit now, whether or not you have access to an aerial fortress.
- Obsolete equipment has been removed from player-owned fortresses, and the owners have been reimbursed for the full amount paid.
That sums up the changes, though more may be forthcoming. Keep paying attention for announcements about test runs and, eventually, the system going live.
Posted at Sun Dec 20 21:32:47 2009 UTC (15 years, 3 months, 29 days, 15 hours, 44 minutes, and 39 seconds ago)HI BILLY MAYS HERE. In an effort to make engineering a more valued occupation aboard a ship, not to mention more interesting to do, the following changes have occurred!
First of all, most of these changes apply only to large ships with dedicated engineering rooms.
- Upon entering the engineering room of any ship, you will begin familiarizing yourself with your surroundings. After a few moments, you are familiarized! But if you leave again for longer than moment, the process will have to repeat.
- Repairs of larger ships are slower! UNLESS they are started and maintained by a person who is familiarized with the engineering room, in which case they will proceed at their usual rate.
This boils down to the idea that someone who runs in to start a repair and immediately runs back out again is not as effective as someone who stands there and sees to repairs in a dedicated fashion.
BUT WAIT, THERE'S MORE!
- Advanced engineering techniques are available! These allow a dedicated engineer to do things like rapidly repair a single component, or the entire ship.
- And now a bad thing! Combat energy grid on larger ships will be more of a limitation!
- But dedicated engineers can also shunt energy to a specific weapon room, or to all the rooms at once! To see how the weapon rooms are doing, there is a WEAPONS command in the engineering room!
- Advanced engineering techniques EARN POINTS which should be roughly on par with the points earned from lock evasions and gunnery!
- These techniques are done with particular crafted items. The license and toolset for these items ARE NOT available at the crafting store! So what should you do?! These things are available in a very special way! Perhaps there has been some hint of this already! Go explore!
Good luck! Report any issues!
Posted at Sat Jan 9 21:24:52 2010 UTC (15 years, 3 months, 9 days, 15 hours, 52 minutes, and 34 seconds ago)The new engine overhaul (as explained on OOC/MTTNS) is IN.
This system, in the next few days, will be subject to tweaks, but as always, report any bugs, oddities, or weirdness!
Posted at Mon Feb 8 07:09:38 2010 UTC (15 years, 2 months, 10 days, 6 hours, 7 minutes, and 48 seconds ago)I debated whether this should go under the major or minor changelog, but hell, nothing major at all has happened for quite a while!
A new quest has been added oriented around ground combat. I don't want to spoil the surprise, but the end of this quest will earn you a fun reward and reveal the direction in which this system will expand next.
Enjoy!
Posted at Thu May 27 00:34:00 2010 UTC (14 years, 10 months, 23 days, 12 hours, 43 minutes, and 26 seconds ago)Game time is now Universal Coordinated Time (UTC). Adjust your robes and wizard hats accordingly.
Posted at Wed Jun 2 18:23:25 2010 UTC (14 years, 10 months, 16 days, 18 hours, 54 minutes, and 1 second ago)Couriering makes a triumphant return! You can apply to be an employee at any courier company HR location, most of which that are currently open are on capital planets!
NEW FEATURES:
- Code modernized for the new generation. There may be bugs. REPORT them!
- 2 new starship classes added to the mix, bringing the number of starships for couriering up to 11. More may be on the way!
- Compared to the old couriering system, it should be much, much faster to get your first few upgrades in courier ship.
- You still only see your money at the end of every week.
- Point payout varies from on-par with mail to somewhat better!
This system is still being balanced, so point and cash payouts are, as always, subject to change. If the payout seems too low or too high, feel free to make a REPORT or post on OOC/Messages to the Staff!
Posted at Mon Jul 12 18:58:08 2010 UTC (14 years, 9 months, 7 days, 18 hours, 19 minutes, and 18 seconds ago)The courier system has been fully integrated with the faction system. This shouldn't change anything on the player side, but it'll pave the way for new and exciting parts of NEWSPACE!
Posted at Thu Aug 12 17:23:11 2010 UTC (14 years, 8 months, 7 days, 19 hours, 54 minutes, and 15 seconds ago)We've launched the new Star Conquest space system!
Keep in mind that this is merely an initial release. While there's a few all-new places, our goal was really just to convert existing space to the new system. Mainly, this release is just paving the way for many more changes to follow. Just so that's clear.
Now, here's a tremendous list of specific changes.
SECTOR STRUCTURE
- Sectors are no longer numbered 1 through 30, 31 through 60, etc. Instead, sectors each have unique names that you will use to identify them.
- Sectors are no longer all equally accessible. Instead, sectors are arranged in clusters consisting of a main (or gateway) sector, usually at least one secondary sector, and sometimes more lower-tier sectors.
- The practical difference between main sectors and the lower tiers is beacon strength. Here's all you need to understand: main sectors have strong beacons and you can jump to them from pretty much anywhere, exactly like how all sectors worked before. But secondary sectors have weaker beacons, and you must be at their main sector before you can jump to them. This means that to get to Old Earth, you must first jump to the main sector Earthgate, and then you can jump to Old Earth Orbit.
- You can no longer refer to sectors by their numbers. Except for one deliberate callback, numbered sectors no longer exist. To jump to a sector, such as Old Earth Orbit, you would type JUMP OLD EARTH ORBIT. The command also accepts shortened names. For instance, JUMP OLD EARTH is also sufficient.
- You can see sectors within your current cluster, plus other immediately accessible sectors, by typing JUMP by itself and selecting YES at the prompt. This list DOES NOT include sectors in other clusters that you cannot immediately access. If it did, it would be overwhelming.
- You can use the JUMP command to travel to ANY accessible sector, even if it's not IMMEDIATELY accessible. For example, L5 Station will now be three jumps from any other cluster, but you can type JUMP LAGRANGE 5 from anywhere, and the system will automatically jump three times for you. Additionally, linking jumps like this is much faster than doing them one at a time, so that jumping between places doesn't take much more time than it did before.
- In summary:
* Use the JUMP command as you did before.
* Answer YES to the prompt that follows if you want to see a list of accessible sectors.
* Choose to jump to ANY sector you can access and your ship will take you right there, even if it requires multiple jumps.
* Sectors which are not in your current network, such as how Mutuality space is separate from the other alliances, still cannot be jumped to directly. These are accessible via the same methods you used previously; for instance, via acceleration gates.
SECTOR SECURITY AND PLAYER VS. PLAYER
- Sectors now have security ratings. These go from the Alpha tier, the safest, to Delta tier, the least safe.
* Alpha-1 security is completely safe, in that any hostile ships will be set upon by alliance navy or Accord peacekeepers within seconds, reinforced by space-based defenses.
* In the Beta tier, the next safest, the defending ships take longer to respond and the space-based defenses go away. Your safety isn't totally guaranteed, but anyone who attacks you must be prepared to face some opposition.
* In Gamma tier, spaceports become increasingly picky about who they serve. First they will serve only allies, and in very unsecure space, they will accept only their own pilots. Also at this level, spaceports can be influenced by conquest activities taking place in their region.
* In the lowest level of the Gamma tier and below, spaceports are outright capturable in battles.
* In the Delta tier, alliances have no recognized authority and your faction standings will take precedence in your relations with other ships and spaceports.
* At this time, only sectors in the Beta tier and above will be accessible.
- The high security responder ships will take the place of the old navy system, which has been disabled for some time anyway due to the strain it placed on the server. The new system has a much lower overhead, and we've also greatly upgraded our server hardware since then.
- The Accord Peacekeeper force will now respond to defend unclaimed and neutral sectors in Accord space. Miscellaneous Tandem Pact ships will respond similarly near Mutuality space.
- As mentioned above, very high security sectors will now have space-based defenses. These will probably guarantee the destruction of any hostile ship. Hostile ships are considered to be enemy alien factions, alliances at war, or any ship containing blacklisted pilots. Additionally, any ship that that sector's controller considers to be under its protection will be actively defended against hostiles.
- Player vs. player conflict is intended to be essentially impossible to pursue in high-security sectors, to the point where successfully carrying it out in Alpha-1 security will probably be considered a game exploit. In Gamma tier sectors, there is nothing to actively prevent player vs. player conflict, but it may still be considered an act of war in character, exactly as all sectors tended to work previously. In the Delta tier, you should expect and be prepared for active conflict regardless of war status. If you go to low-security space, you're accepting that risk.
- Some aspects of Gamma and Delta security may change before their release as we finalize the design.
RESOURCES
- Resources are now linked to particular sectors rather than scattered sort of everywhere.
- Debris can no longer be found just anywhere in uncharted space. Instead, certain sectors are known to contain clouds of debris, and you may go to these to salvage. Mostly, these are exactly the same sectors that contained debris before, now under new names. Additionally, uncharted space around these sectors also contains debris.
- Asteroids, similarly, can no longer be found just by exploring uncharted space from any point. Instead, you should look for asteroid belts or clusters and search from there.
- Local artifacts... can you guess? That's right, they're no longer found just anywhere. There is currently one source for them. Solve the mystery! Clue: Pivotal battle of the Outsider War.
UPCOMING CHANGES
- Firstly, the game will probably be full of bugs for the next couple of days as we find things that didn't handle the conversion so well. Enjoy!
- We plan to greatly expand the geography of Known Space, in particular adding in sectors at Gamma and Delta security.
- Certain objects in space are likely to be rearranged in the near future, such as space markets, asteroid belt management stations (which are currently nowhere near asteroid belts), stars, and other things.
- Mutuality space is largely untouched by the conversion and is not finalized. It'll probably undergo an overhaul of its own soon.
- Factions will become more important throughout the game and particularly in Delta security.
- The new stations all take the form of tiny placeholders at the moment. These will be built into proper destinations over time.
- Activities such as mail delivery, courier jobs, and running passengers will take security level into account in the near future, and will tend to keep you at the same security tier.
I feel like there should be some kind of Ultra Changelog.
Posted at Sun Aug 15 00:23:26 2010 UTC (14 years, 8 months, 5 days, 12 hours, and 54 minutes ago)Organizations have been implemented! Type HELP ORGANIZATIONS for more information.
Posted at Mon Sep 6 23:04:57 2010 UTC (14 years, 7 months, 12 days, 14 hours, 12 minutes, and 29 seconds ago)Repairing your hull has had a bit of a makeover.
* You can now only repair your hull (with the REPAIR command) to the last failsafe broken.
* Starship weapon damage globally reduced by 25%.
Note: We want your feedback on this change! These mechanics are not set in stone!
Posted at Wed Dec 15 16:39:34 2010 UTC (14 years, 4 months, 4 days, 20 hours, 37 minutes, and 52 seconds ago)Rental starships! Now at FIND THEM IC. They have a generally modest set of upgrades (in the 200-400 points range) and a beacon launcher.
* Rented starships are rented for one hour.
* Rented starships are NOT subject to point or cadet restrictions. Cadets, rent whatever!
* Starships not returned within that hour are subject to late fees.
* The ship will get taken back when you next land if you're grossly overdue.
* If you get a rental ship destroyed, the next rental ship will be relatively more expensive.
* Rental ship loss affects conquest normally.
* Your reputation for being dangerous with handling a rental starship decays over time, to a certain extent.
Posted at Mon Jan 10 05:21:46 2011 UTC (14 years, 3 months, 10 days, 7 hours, 55 minutes, and 40 seconds ago)Teslaworld 2.0 is released!
Teslaworld is now an actual planet deep in EAOS space. Tesla activities will take place here using your battlesuit.
The Tesla branches at each capital spaceport will no longer function. HOWEVER, there is a NPC in each one that will transport your battlesuit to Teslaworld for a nominal fee, in case you don't have access to a Gemini or mule.
The Teslaworld help file has been updated and should answer most of your questions, though some things are left to discover on your own.
Upcoming features:
- More content! Mission variety is low right now, so that will be a priority, particularly a new equivalent to Tesla exploring.
- More Tesla-specific abilities. Right now all you get are detection and resource extraction abilities, but there will be more to be gained from various quests!
This change is intended to create a highly scalable way to gain credits and industry points. Highly scalable means it should be a very good source of both at all point levels! However, we must take care that it isn't TOO good, so expect rebalancing and adjustments for a few days.
Also, I've only tested this in pieces, so bear with us if you run into problems and make liberal use of your REPORT command.
Posted at Sun Jan 23 16:15:50 2011 UTC (14 years, 2 months, 26 days, 21 hours, 1 minute, and 36 seconds ago)And now, a little experiment.
STARSHIP INSURANCE 2.0
What was wrong with the old system? Well...
1) Not anything like how insurance actually works.
2) Makes the price of your largest warship essentially 150% of its actual cost.
3) Is built upon code a decade old.
So what's changed now? You now take out individual insurance policies on each of your ships. Or you can take out a cheap blanket policy, but it isn't as good as insurance was before.
Instead of holding back a single large sum of credits, you will pay the premiums on each of your policies each Conquest period.
A premium policy covering a single ship for 75% of its value is available!
This should already work properly with organizations, although that aspect will need more effort. For now, insurance payments are done using the organization's credits on hand.
Your old insurance account is no longer accessible. Its balance will be paid out to you the next time you use an ATM.
Be attentive and report any issues. As always, aspects of this system (premiums paid, degree of coverage) may be tweaked at any time.
Check HELP INSURANCE for more information.
Posted at Thu Feb 10 20:54:31 2011 UTC (14 years, 2 months, 8 days, 16 hours, 22 minutes, and 55 seconds ago)Announcing organization command stations!
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Org stations are the cool place to hang out. You can find most of the cool people there. In an org station you can just chill and do whatever and totally relax. "Take it easy" is the org station motto, for example, that's how laid back it is there. Show up if you want to have a good time. Another good reason to show up is if you want to hang out with friends.
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Organization stations are available, for the moment, at 1000 industry and 500 starship combat points. That's org points, of course. Most of the current active orgs are at that point or pretty close to it, so it seems like a good place to start.
ICly, organization stations are prefabricated outposts already dotted somewhere in your alliance's space, in the new sector called "[something] Territories" which you may or may not already have noticed. When your organization qualifies for one and is willing to pay a small (very large) fee, one of these stations is powered, filled with air, and then belongs to your organization.
Not much is there to begin with (particularly since I haven't yet added anything that the control room actually does). However, you can add modular upgrades to your station for varying costs and at different point levels. Most of these are built off of your station's corridors, so if you're out of room, one of the upgrades is a corridor expansion.
As indicated in the first informative paragraph, most of the current upgrades are basically fluff and social areas, though still cool to have. Eventually, we'll be moving onto upgrades that create real mechanical advantages and new org-based activities. The purpose of today's changes are just to get the basis of the system completed and tested.
If you have ideas for more fluff areas or org-based activities, let us know! The REPORT command or a MTTS message (if you know we're around) is best for this.
A final note: this sort of thing is very difficult to test without creating a mess in the game world, so, well, I didn't test much of it beyond the initial station creation (which will probably find a way to break anyway). I will almost certainly be making some unfortunate pioneering player stand there trying the same thing over and over while I fix a dozen errors. Apologies in advance!
Posted at Sun Jul 3 00:16:35 2011 UTC (13 years, 9 months, 17 days, 13 hours, and 51 seconds ago)So, for the longest time, less secure space actually wasn't that much more dangerous. We have a solution to this startling problem.
Introducing a new mechanic, I like to call it 'heat' but that's not really anything official. It's an invisible statistic that fluctuates based on player presence and some other mysterious factors! As a sector 'heats up', the chance of an ATTACK on the sector becomes more and more likely!
It also might cool off. Sometimes. It depends on what players do.
Posted at Sat Jul 23 13:31:44 2011 UTC (13 years, 8 months, 27 days, 23 hours, 45 minutes, and 42 seconds ago)Salvagers! Feeling a little insecure with pirates around and no one there to protect you? Hopefully there are people leaping to your aid, but you still have to abandon your salvaging. And, of course, there's nothing really in it for them. Or is there?
INTRODUCING SALVAGE OPS. The cool new way to salvage!
Salvage ops are a way to put salvagers and defenders together and make sure each are adequately compensated for their time. For much greater detail, check HELP SALVAGE OPS.
Doing a salvage op gets very, very slightly more points and credits than regular salvaging! And organization station salvage processing bonuses apply if you take your canister there!
The plan is for this to be slightly more worthwhile points-wise than regular salvaging, to make it worth the time, and to be fairly worthwhile in credits as well. But there are a lot of numbers to tweak, so it'll probably take a while to arrive at a good balance. Bear with us! Also, this system will branch into the next step in command points and organization construction.
Posted at Tue Jul 26 22:19:14 2011 UTC (13 years, 8 months, 24 days, 14 hours, 58 minutes, and 12 seconds ago)JULY 2012 STARSHIP COMBAT UPDATE
I've just completed some changes to starship combat that will, hopefully, prove to make it more interesting and dynamic. The purpose of these sets of changes is to rebalance a few things, make AI ships behave in ways that make more sense, and, as already stated, to shake up the combat routine a little bit.
- When a starship flees a sector using a temporary wormhole drive, this is now reflected in the "jumped out" message sent to other ships in the sector.
- Certain types of AI-controlled starships (generally the human ones) will now attempt to flee a battle when heavily damaged instead of remaining to be destroyed. This is called a "rout" and it will still count as a regular kill, assuming it's working properly. This change is mostly for thematic reasons and shouldn't affect mechanics all that much.
- The repair effectiveness of certain engineering tools has been rebalanced.
- Engineering tools now require a few seconds of preparation time, which also induces minor roundtime.
- Added chances for damage modifiers in battle. These apply equally to player- and AI-controlled ships.
- Glancing hits will involve reduced damage and will never break a failsafe or result in any additional combat effects.
- Critical hits will involve increased damage and the increased probability of additional combat effects.
- Added chances for special combat effects that can occur during battle. These apply equally to player- and AI-controlled ships.
- Engine seizes will reduce a starship's movement speed for several seconds.
- Weapons disabling will render several turrets or a launcher unable to fire for several seconds.
- "Multirooming" in the case of operating more than one weapons room at a time should now be impossible, or at least provide no advantage.
Please observe starship combat carefully for the next few days and help us to identify any issues with these changes. You can always report all issues by using the REPORT command. If the issue is urgent, please use ASSIST. In particular, please look for:
- Glancing or critical hits happening too often or never being seen.
- Similarly, combat effects happening too often or never being seen.
- Any kind of significantly reduced OR increased difficulty during salvage ops, beacon drops, or any other combat.
- "Multiroom" prevention occurring when it shouldn't.
- Any other bugs or issues with the new systems.
Future changes in the short term are likely to include:
- Balance changes as required.
- New engineering tools to counteract negative effects.
- More changes to AI so that it behaves in ways more consistent with theme, and responds to damage and negative effects as humans would.
Posted at Wed Jul 18 17:07:15 2012 UTC (12 years, 9 months, 20 hours, 10 minutes, and 11 seconds ago)Introducing...
Rift drive points of interest! Yes, you can send yourself aimlessly into the rift in a random direction and have a chance of finding some stuff! Anything from cool star systems to horrific painful pain destruction villas and MORE!
Step one: Get in a rift capable ship.
Step two: Go in any direction.
Step three: Interesting things!
Obviously, you may want to use an exploration ship for the initial scouting, due to their extended sensor range and the fact that they alert you to new points of interest.
Currently, they're not nearly as fleshed out as we want them to be, but that will almost certainly be changing in the coming days. They're also fairly rare, but as more people explore, space will only get progressively more full of interesting points of interest.
Posted at Tue Sep 11 12:29:53 2012 UTC (12 years, 7 months, 7 days, 47 minutes, and 33 seconds ago)NOVEMBER 2012 ORGANIZATION UPDATE AND TEMPORARY SPACE STATION v2 RELEASE
Temporary Space Stations
- Temporary space stations (a staple of classic Star Conquest) have been recoded from scratch and the system has been greatly expanded. Please read HELP TEMPORARY SPACE STATIONS for more details.
- Station module stores and stores selling other related equipment have been placed.
- The AFW Space Module Transport has been released.
- Wormhole drives and rift drives have been updated to utilize temporary station beacons. Stations without beacons can also be seen in the riftflow, but at a much shorter range.
- Payouts for several activities (listed in an earlier minor change) were updated to use station modules in a manner similar to the now defunct organization station upgrades. These were also changed to use a deferred payout system where appropriate (i.e., the storage modules detailed in the temporary station help file).
- General sector communication has been updated to include temporary stations.
- Certain station modules may have different point requirements than their organization station equivalents.
Organization Changes
- HELP ORGANIZATIONS has been updated.
- Organization space stations are now defunct. Battlesuits and starships should have been transferred off automatically. If you must retrieve something that was locked out by this change, please use the ASSIST command.
- The mechanical functions of organization stations have been transferred to the new temporary space station system.
- The social functions of organization stations now exist within the pilot liaison office on your capital. Organizations will purchase access to these rooms individually. Some rooms (mess hall, pool, gym, sauna, and similar) allow for any organization members with access to intermix. Others (conference rooms, offices) will create private instances as needed.
- Organization starship rental is now available at the organization's capital planet ship store.
- Organizations that had purchased socially-focused station upgrades should find themselves with equivalent access to the new areas. Other upgrades have been converted into megacredits. (The alternative to megacredits would have been to suddenly flood the economy with about 200 billion regular credits, which would cause myriad problems.)
Upcoming Changes To Expect
- Numerous bugfixes. A few thousand lines of brand new code are now going live. Though it's been mostly tested, no new system ever survives contact with the players. Please be patient while we work out the problems, and do not attempt to improvise workarounds.
- Locations for custom station rooms and, if desired, star lounges will be determined on an individual basis. We'll begin to work with organization leaders on this once calm has been restored.
- Point requirements and other stats of the station modules are likely to be adjusted. These tweaks may be too frequent and finicky to individually log. Expect them!
- High grade debris will be practical to salvage regularly for the first time ever. If payouts are not balanced, they will be adjusted. Please help us to arrive at a fair value and report your experience if it seems off.
- The addition of materials processing for stations, involving fuel and other inputs and a trade item output. This would also take care of oddities like temporary repair & rearm places taking cash. Will probably require a planned update of the trading system.
- More station modules and, further down the road, a similar system for planetary activities are likely to be added.
Posted at Sat Nov 24 18:09:33 2012 UTC (12 years, 4 months, 24 days, 19 hours, 7 minutes, and 53 seconds ago)Completed a framework for daily missions of various types and added the Space Vermin Patrol Command as a source of newbie activities.
Characters with low points (generally under 400-500 in any category) can now travel to Space Vermin Patrol Command and be assigned to missions for point and credit rewards! This should help to even out the game's learning curve, as well as partly eliminate the need to perform salvaging and other boring, repetitive tasks that were designed 15 years ago.
The mission framework that SVP Command uses is designed to be almost infinitely expandable and should eventually see many applications.
Type HELP MISSIONS for more information.
Please use the SUPPORT command to communicate any issues you encounter with the new system.
Posted at Wed Jan 1 02:37:41 2014 UTC (11 years, 3 months, 18 days, 10 hours, 39 minutes, and 45 seconds ago)Time to get going with some of that stuff we promised. Here's atmospheric scooping! Merry Christmas!
This system is based on the atmospheric scooping concept we first implemented in GalaxyWeb: Stellar Epoch many years ago now. But, of course, this implementation is all-new and completely different! In particular, we wanted to create a fluid and dynamic experience, something that perhaps feels a little like actual flight.
This is an industrial activity intended to be balanced for good credit income and some industrial point gains for a solo activity between 0 and 10,000 industry points -- this means it should be worthwhile for newbies and veterans alike. Of course, it may require some tweaking to achieve this, but we'll be keeping a close eye on it and will changelog any large adjustments.
The Atmospheric Scooping help file will explain the details of how this new activity works.
As always, please use the SUPPORT command if you encounter any issues or have any suggestions, and thank you for trying it out!
Posted at Sat Dec 27 20:39:03 2014 UTC (10 years, 3 months, 23 days, 16 hours, 38 minutes, and 23 seconds ago)You asked for it, and we... partially listened! Customized description choices have been integrated into the description system.
Unfortunately, custom templates are not available at this time. They are very difficult to integrate with the clothing and cosmetics systems, among other things, so their implementation will require some more thought and effort. However, customized choices would need to be added regardless, and so here they are!
Customized choices work like this: Where you would previously have a choice of pretty, ugly, unblemished, and so on for your face, you may now choose the "customize" option and type in "striking," an option not previously available, or whatever you would like.
Along with this change, from now on, what were previously called "detailed" description choices will now be standard and available during character generation, since several of them are required for the recently added cosmetics system. However, the more intimate details will continue to be optional. I've also taken the opportunity to rearrange the template a bit, and put things into a more sensible order, which will be reflected immediately.
New players will be using the new system automatically, and existing players will get one description update in case they want to customize any of their description choices. This is probably not the time for some sort of massive full-body plastic surgery, but tweak and personalize whatever you would like. This is also how you get lip color and fingernail choices for use with the cosmetics system, if you don't have them already.
Characters with non-standard templates (you know who you are, Ather Jammoa) should contact the staff if they want anything changed, and avoid using the @DESC command.
Though your changes will appear immediately, all customized choices will be subject to staff editing for spelling and consistency. We won't change anything we don't have to, however.
Posted at Sun Jan 11 04:53:18 2015 UTC (10 years, 3 months, 9 days, 8 hours, 24 minutes, and 8 seconds ago)Implemented dynamic NPC starship traffic.
This is a major change because it enables more intelligent behavior for NPC ships outside of combat, and will allow a background level of NPC traffic that ebbs and flows with the number of active players.
Right now, there are exactly two types of behavior subroutines completed: salvaging and navy patrols. Salvagers look for debris chunks to grapple in relatively safe areas, then return home to transfer it. Navy patrols, unlike their previous iterations, will move from sector to sector, prioritizing areas that are seeing the most activity. They will call in reinforcements if they encounter trouble, even in areas that don't usually benefit from naval coverage.
These ships can also now be communicated with via general sector communication (the GENERAL command) and will respond intelligently. For example, enemy salvagers can be convinced to leave the sector, and ships may tell you what they're up to if you ask where they're bound. More such interaction will come in time.
The heat system's control over NPC ship spawning will be gradually phased out, though the heat system itself will remain to measure sector activity and handle a couple other things.
Our goal is to have all NPC starship behavior make sense and occur in order to achieve some specific end, rather than all ship spawns merely being a random variety of ship which harasses you. To this end, more subroutines and more complex coordinated behavior will be added over time!
Posted at Sun Feb 8 03:37:39 2015 UTC (10 years, 2 months, 11 days, 9 hours, 39 minutes, and 47 seconds ago)Here it is, the long-awaited change to make starcharts of actual practical use even at low skill levels and without special rare charts! It is now possible for starchart users of all skill levels to make their own temporary starcharts using new station modules. The help file Making Starcharts explains this is greater detail.
Posted at Wed Jun 3 23:40:32 2015 UTC (9 years, 10 months, 15 days, 13 hours, 36 minutes, and 54 seconds ago)We interrupt your regularly scheduled spaceships to introduce a feature that's been planned since before reopening, and was actually a feature before we closed, and also requires you to apply yourself!
STARSHIP APPLICATIONS!
Ever wanted to own your very own Pincer without betraying your alliance? How about an Arrow, or a state of the art corvette?
Now you can.
- You may only apply for one ship every liaison term, regardless of if it is approved or rejected.
- Approvals are based off of both one's responses and their roleplaying contributions. This includes being inclusive of other players with your roleplaying efforts.
- Certain designs will be much easier to get approved for than others. It may be an unwise use of your application to apply for a ship that you doubt that you will get approved for. This generally, but not always, scales with points. Furthermore, the corporations are known to be a little more lax in their approvals, Agnarr's Interstellar Siege Force Rental particularly so.
- Additionally, certain designs are 'linked,' namely ones that upgrade from another ship. In other words, if you apply for one ship, you simultaneously apply for its upgrade and pertinent components. If you don't get approved for the upgrade, you can apply for the upgrade on its own during the next liaison term.
- Different ships have different applications. An Augmented Explorer's application will be very different from a Quantum Assault Vessel's.
- An approval allows one to own and operate one such ship. If it is lost or destroyed, the pilot will have to reapply, barring certain circumstances.
- If abused, authorization may be revoked at any time.
- I guess there's some new ship stores too. Look around before deciding on what you wish to apply for!
Posted at Tue Jun 9 22:01:06 2015 UTC (9 years, 10 months, 9 days, 15 hours, 16 minutes, and 20 seconds ago)Temporary sector beacons have had a very long-overdue reworking and now differ drastically in function.
To put it succinctly, traveling to a temporary beacon now engages a new system called Autotravel, which automatically uses the rift drive (if one is present) to move to the beacon. Temporary beacons will no longer provide instant jumps.
The reason for this change is that the current system was a bit of a placeholder to begin with. When we first added temporary beacons, it quickly became clear that they would diminish and otherwise trivialize the use of the rift drive, and also presented balance issues in drastically shortening the travel time to Glyphmakers' Grave and other high-value destinations. A few rather contrived measures were put in place to combat this (such as not allowing jumping between different sector clusters), but ultimately these would not solve the problem.
Today's changes rework this system and help to set the groundwork for future improvements that are more compatible with the game's theme.
Some other changes accompany this one:
- Rift accelerator modules have been added to reduce travel time between beaconed space stations.
- The exact range of beacon modules is now given in their market description.
- An Autotravel help file has been added to help explain the new system.
- Rift status should now better indicate when the ship is under computer control and should not report the exact heading when autotraveling.
If you're stranded somewhere, send a support ticket!
Posted at Tue Jul 14 20:21:04 2015 UTC (9 years, 9 months, 5 days, 16 hours, 56 minutes, and 22 seconds ago)The AEU now requires a special application to join, similar to the Mutuality.
Posted at Sun Feb 28 01:22:11 2016 UTC (9 years, 1 month, 22 days, 11 hours, 55 minutes, and 15 seconds ago)Blast Furnace Overhaul!
For a long time it's been noted that the blast furnace is better than all other power source options, and we agree! One big reason for that is that it recharges a ship practically instantaneously, and that any debris can be used with equal gains!
Well, no more! Debris now has a specific fusion value, where materials such as hydrogen are far superior to materials such as iron or starship components, whereas water is somewhere in the middle, so oort clouds and stellar nurseries suddenly got a lot more appealing to visit!
Additionally, recharging now takes time after you finish shovelling debris, and this is a much quicker process if the debris that has been salvaged is more fusible. However, during the recharging period, your ship cannot enter the rift. However, you can move normally in realspace during this time - the ship will be rather vulnerable, but not completely helpless.
Finally, shovelling debris is now a continuous action, instead of one that you have to mash as vigorously as possible. Also, we have added some additional touches for realism.
Not to worry, the overall endurance from a blast furnace remains unchanged - even if you're forced to use poorly fusible materials in a pinch, you'll get the same overall range... but recharging stops will take much longer and you'll need much more debris!
Note: Currently extant debris doesn't have its proper recharge value, this new change only applies to newly-salvaged debris.
Posted at Tue Oct 18 02:15:11 2016 UTC (8 years, 6 months, 1 day, 11 hours, 2 minutes, and 15 seconds ago)2017 Exploration Revision
We have revised planetary surveying and space imaging and added a new progression of equipment to these activities. The purpose of this is to make the benefits of exploration less frontloaded while adding to the sense that exploration crews are making new discoveries and doing important work.
- Let's start with the bad news. Planetary surveying and space imaging as you know them are now just preliminary work and will reward you less than before.
- A range of spectroscopes and other more sci-fi scanners have been added as follow-on work to space imaging. Each type of scan you perform increases the value of the data you will bring home.
- Planetary surveying now actually generates complete planetary systems.
- The ship's computer will now let you perform field triangulations to jump your ship into orbit over newly discovered planets.
- Probes of various types have been added, deployable for close approaches, extended observations, and planetary landings. Probes are additional follow-on work after imaging points of interest, as well as follow-on work to planetary surveying.
- Existing points of interest have been retroactively flagged as if the new data has already been gathered, since they have already paid out under the old structure. The onboard library upgrade will reflect this.
- Exploration ships now possess surveying databanks to hold all of this data, which can be extended with new upgrades.
- A Spectroscopy, Analysis, and Surveying help file has been added to explain the new activities and equipment.
As with any new addition, expect minor adjustments to occur for a little while until we feel the system is in a balanced state. Future plans for expansion include exploring the surface of new planets!
Posted at Wed May 31 06:27:51 2017 UTC (7 years, 10 months, 18 days, 6 hours, 49 minutes, and 35 seconds ago)Warehouses!
Places to store your temporary station modules without using a ship for the express purpose of storing modules and nothing else! Advanced access control lists to control who can take your stuff! Logging to see who took your stuff or gave you stuff!
All this and more...for any organization! Command points unlock further upgrades, at the low low cost of a few megacredits!
Please report any bugs or weirdness that you find.
Posted at Sun Sep 3 06:49:26 2017 UTC (7 years, 7 months, 15 days, 6 hours, and 28 minutes ago)Asteroid Mining Expansion
Miners with bronze, silver, or gold mining licenses now have a random chance of being offered a special type of asteroid to process. You can decline this offer and work a normal site instead if you prefer.
* Metal-rich: These asteroids simply have more ore to process, and are a much bigger target for poachers.
* Comet: On comets, you may extract water ice for a boost to your payout. Ice is extracted using separate ice mining buildings, but the ice does not require processing.
* Radioactive: The third tier processors and higher will be able to extract radioactives as well as metal from your ore, boosting your payout. To support the power requirements of these advanced processors, radioisotope thermoelectric generators will be available.
The asteroids you're used to are now known as rocky asteroids.
Special asteroid types should provide approximately a 10-20% boost to payout at the cost of the special considerations outlined above. As always, please report any outsized rewards or other issues with the new asteroids.
Posted at Wed Sep 27 21:18:02 2017 UTC (7 years, 6 months, 21 days, 15 hours, 59 minutes, and 24 seconds ago)Two new advanced battlesuit classes are now available.
One is available through a mission that has to do with a certain mythical bird of unlikely composition, because the AEU needs a battlesuit to fill its role rather urgently. Though the mission and the battlesuit are available only to AEU players at present, players of other alliances are mechanically able to assist with the mission if they so choose. An equivalent Accord mission will come relatively soon.
The second new battlesuit is available through the Megapod raids and also fills a role that certain ground combatants may be missing, though its need is not as urgent. It's available among the possible loot of the newest raid type. Please look forward to arguing over who gets it first!
Posted at Thu Jan 4 02:48:26 2018 UTC (7 years, 3 months, 15 days, 10 hours, and 29 minutes ago)Good news! Juggling temporary station contributors just became easier!
Station modules will now be purchased on behalf of a pseudo-organization that represents your civilian pilot corps/league/fleet/what-have-you. Your civilian corps will count as a contributor and will take any monetary income in the form of credits or megacredits. These modules can be stored in automatically-built warehouses.
Stations can combine modules from different sources to have more than one contributing civilian fleet, just as it has worked with organizations up to this point. Since there are now only five potential contributors in the game, this should be less of a struggle to work out. We may also add a mechanic to optionally include allies as a contributor in short order.
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Good, bad, or indifferent news depending on your perspective! This, of course, takes the bulk of remaining game mechanics away from player-formed organizations. Indeed, following the in-character event where Fringe pilots were removed from foreign organizations and this new change in mechanics, we are considering organizations to be deprecated. This means that, while they still exist for the time being, new organizations may not be formed and players may not join existing organizations, and they will be gradually phased out entirely.
Your first thought may be, "Good God, why?" Well, it goes back to issues that have existed essentially since organizations were first added, and which were particularly bad during the era of player-owned space stations. Organizations tend toward self-isolating behavior, and they tend to encourage competition where none should exist -- ICly, competition within an alliance, and OOCly, competition within a cooperative roleplaying environment. If players are to be divided, we feel, let it be along alliance lines instead of arbitrary groups that often correlate all too closely with out-of-game relationships.
This will correspond with a shift in focus in our plots: While we're not going to abandon any current plotlines, we want to begin to shift away from divisive, sometimes too-close-to-home politics and move into epic space opera events in the vein of the Resistance arc and the recent First Contact Initiative expedition. We feel that Star Conquest has been strongest when these sorts of stories are playing out, and we wish to turn our efforts there with fewer game mechanics at odds with the concept.
As of now, organizations have had their credits and megacredits on hand transferred to their civilian corps. The civilian fleet's points have been set to the points of its highest-level organization plus 10% of the total points of all other organizations within the alliance. Contributions of points and credits work as before, but will now go to the civilian corps.
There are, of course, a few areas of game mechanics still to sort out:
- Bioaugment plants, rentable starships, and organization rooms. These will be shifted to alliance-based access or, in the case of some of the rooms, removed due to no longer serving a purpose.
- Organization starships. These don't really serve a practical purpose that can't also be served by player ownership, but we may also allow them to transfer into alliance-based access, though perhaps only as part of the rental system.
- Starship support. This will either become a function seen to by the civilian corps as a whole, or changed somewhat.
- Organization management rooms. These, of course, will need to be reworked and re-themed.
Of course, we're expecting many questions and comments. Please feel free to use the usual channels to share them with us! Also, a change this drastic is likely to produce unexpected issues, so please be patient with us! Thanks!
Posted at Mon May 21 22:28:12 2018 UTC (6 years, 10 months, 28 days, 14 hours, 49 minutes, and 14 seconds ago)The community channel system has replaced organization channels. Community channels are player-created communicator channels, and currently each player can be a member of up to two of them. Organization member lists have been converted into the first community channels. Their mechanics and limitations may be tweaked further depending on how they're used. A Community Channels help file has been added.
Posted at Sun Jun 3 19:40:22 2018 UTC (6 years, 10 months, 15 days, 17 hours, 37 minutes, and 4 seconds ago)Many changes today to almost but not entirely complete the transition of various mechanics away from organizations:
- Civilian liaison offices have been changed to accommodate the new positions. This means they will be inaccessible to sitting officers for the remaining few hours of the term.
- The functionality for all new roles has been added to civilian liaison terminals.
- The liaison office now has a facilities office containing the genetics lab, range office, and point center.
- Organization levels in all spaceports have been closed, and the original point centers are no longer accessible, to avoid duplication.
- By default, only liaison officers, aces, and veterans have withdraw permissions for station module warehouses. Cadets and rogues have very limited access by default. Masters of Stations will be able to grant access to more people as they choose. This will fully take effect with the new term.
- By default, only the science officer, aces, and veterans have access to the genetics lab. The Science Officer will be able to grant access to more people as they choose.
- Bioaugment plants have been transferred to the civilian fleet. This leaves most genetics labs overfilled, but many plants are likely to be duplicates, so our new Science Officers will have to spend some time sorting that out.
- Private starship support has been transferred to the civilian fleet. Masters of Ships will be able to add and remove supported ships.
- Organization-owned ships will no longer launch. The organization founder must use the temporary ORGRECLAIM command to determine whether each ship is reclaimed by its original buyer or transferred to the alliance joint civilian fleet, where the Master of Ships will ultimately control access to it. This will also transfer its insurance policy, if it has one.
- Support funds and insurance funds have been transferred to the corps' main credit reserve. Support and insurance expenses will now be withdrawn directly from the credits on hand.
- Ships can now be donated to the joint civilian fleet using the DONATE command in ship stores. The Master of Ships can transfer any donated ships back to their original buyer, or can create keys and distribute them as they see fit.
- Torus hypercaster slots will now be rented by civilian fleets as a whole, specifically by their science officers. Each alliance can have two non-consecutive slots.
- Organization mess hall menus that 1) belonged to an active organization, 2) had an actually active acting founder, and 3) were a valid size have been memorialized in dispenser form and mailed to the acting founder.
Posted at Sun Jun 10 19:15:42 2018 UTC (6 years, 10 months, 8 days, 18 hours, 1 minute, and 44 seconds ago)Achievements
The achievements system has been implemented as discussed in a post a few months back!
Achievements offer an alternative path for character advancement, setting your baseline points to appropriate levels over time as you accomplish notable goals. This allows you to keep up even if you don't have the time or inclination to grind for points.
You can type HELP ACHIEVEMENTS to see more information, or just type ACHIEVEMENTS to see what's currently available.
Everything to do with the current set of achievements has been tracked for several months, so you're likely to earn a number of them immediately. For older characters, if you should have earned an achievement but you accomplished it a long time ago, then it just wasn't being tracked and recorded at that time. Sorry!
We have started out fairly conservative. Over time, we'll fine-tune this system, aiming for a satisfying rate of character advancement, with a particular eye toward adding new, more granular achievements for a more steady progression.
Posted at Mon Sep 14 23:59:42 2020 UTC (4 years, 7 months, 3 days, 13 hours, 17 minutes, and 44 seconds ago)nest beacon shallow mission breach Andy's expedition
Are these the lyrics to a new verse of We Didn't Start The Fire? No, these are just a few of the bland, context-free utterances that frequently appear on the communicator to initiate one of our many group activities! But utter them no more with the NEW CrewFinder tool!
Type CREWFINDER or LFG to begin using the CrewFinder tool! Here, you can fill out the roster for pending activities or host one of your own.
Ground activities have some extra features: It will fill out the minimum/maximum participants for you and even has an algorithm to suggest squad configurations at the correct tier! These suggestions are just based on currently available battlesuits that have had their roles set, though, so it won't always be able to find a workable group, and it's just an algorithm, so don't unquestioningly rely on it.
Don't want to hear about activities? Toggle them off or back on by type with the SET COMM command.
Posted at Wed Oct 7 19:39:04 2020 UTC (4 years, 6 months, 11 days, 17 hours, 38 minutes, and 22 seconds ago)A Shift Away From Binary Gender
This is something we have meant to do for quite a while, and as we head into 2023, it's certainly long overdue.
The first major change is that players can choose their pronoun set. Currently the available sets are male (he/him), female (she/her), and non-binary (they/them). Players can choose from these sets during character creation, and since there's nothing stopping a person from preferring different pronouns later, it can be subsequently changed through the @PRONOUNS command. Note that there is a week-long cooldown on changing pronouns. It's not something to do lightly!
The second major change is that we are decoupling physical attributes from pronouns. During character creation, players can now choose to have a beard, breasts, neither, or both, independent from the pronoun set they've chosen. Fortunately, this is about all we really need to accommodate mechanically, as genital descriptions are a road we have not ventured down -- those who are inclined may describe whatever they wish should the occasion arise. For existing characters, changing this represents a major body modification and is in the realm of tradesman requests. Luckily it's that time of year, and you can prevail upon Icy for this.
This game has just turned twenty-four years old and there is a lot of code to update. You're likely to find things we missed and, for non-binary characters, grammatical errors in the vein of "they is" or "they has," particularly in older code. When you see something like this, please send us the exact text via support ticket and we will get to it.
As a policy note, the purpose of these changes is to allow players to earnestly represent their character's gender identity. It is not meant to be a joke, and any use of this system that belittles, demeans, or makes light of anyone else, even just by implication, will run afoul of Policy 3: Disruption, Harassment, and Discrimination.
Posted at Sun Dec 11 01:26:28 2022 UTC (2 years, 4 months, 9 days, 11 hours, 50 minutes, and 58 seconds ago)After much deliberation, we've made the decision to remove character concepts and profiles as limitations to gaining points. From now on, these will be largely optional. However, certain things (like the ability to submit a starship application) will still require an approved concept and profile. Further changes may come depending on how things go!
Posted at Mon Jun 3 20:57:40 2024 UTC (10 months, 14 days, 16 hours, 19 minutes, and 46 seconds ago)Good news, everyone!
We've noticed that essentially every active community channel tends to have the stated goal of bringing together people interested in exploration, yet seem to have a difficult time of successfully gathering all such people! To assist with this, we have retired community channels in favor of a new official Exploration channel!
The exploration channel has special requirements: you must have either of the achievements Significantly Distant or Planet Hunter, or own a ship with exploration or expedition sensors that can accommodate a crew of four or more. The majority of active players meet these qualifications, so we don't expect them to be too onerous, but adjustments may come! Newly qualifying pilots will be added to the channel each day at midnight.
Further changes to exploration and discoveries are planned for the near future. This will include an automated quest to obtain starchart skill, and ways to guarantee finds that aren't simply maximising time spent out of comms. As we work on these changes there will be no special discoveries outside of communications range, just the usual points of interest that are generated and discovered automatically.
Posted at Mon Jun 24 23:02:14 2024 UTC (9 months, 24 days, 14 hours, 15 minutes, and 12 seconds ago)Introducing 'HELP COMMAND' for all your starship command needs! Or most of them at least. Also available through the web portal at http://moo.squidsoft.net:7779/help?Starship_Command_Reference
Posted at Sat Mar 14 00:03:31 2009 UTC (16 years, 1 month, 7 days, 13 hours, 13 minutes, and 55 seconds ago)Starship bounty fixes/changes: Hits against an enemy starship now count equally for everyone crewing aboard the attacking ship. Except for the killing shot, which is still special! Also bounty payouts have been increased across the board.
Posted at Wed Mar 18 03:59:30 2009 UTC (16 years, 1 month, 3 days, 9 hours, 17 minutes, and 56 seconds ago)Debris changes: Debris is now worth a bit more. Hooray!
Posted at Wed Mar 18 04:02:22 2009 UTC (16 years, 1 month, 3 days, 9 hours, 15 minutes, and 4 seconds ago)The newbie comm channel is now live!
Type TR NEW
Out-of-character speech IS ALLOWED on the newbie channel. However, it is not to be used for OOC chatter. The only thing on this channel will be newbie questions and answers.
Posted at Wed Mar 25 19:59:49 2009 UTC (16 years, 25 days, 17 hours, 17 minutes, and 37 seconds ago)Standard torps are cheaper now. We found some behind the couch.
Posted at Tue Mar 31 00:49:08 2009 UTC (16 years, 20 days, 12 hours, 28 minutes, and 18 seconds ago)Mule transports are now available! This is the ship required to transport an aerial fortress.
Posted at Fri Apr 3 14:51:29 2009 UTC (16 years, 16 days, 22 hours, 25 minutes, and 57 seconds ago)New ground mission command: SQUAD to see the status of everyone on the ground. Also, you can SAY anywhere and everyone will still hear you regardless of where they are. This is called squad communication!
Posted at Sun Apr 5 04:20:52 2009 UTC (16 years, 15 days, 8 hours, 56 minutes, and 34 seconds ago)ATTENTION! Given the extreme inconvenience of the Hudson River Ferry, we've implemented a subway system in Manhattan. At the moment, it only transports you between the Spaceport and Battery Park, but it will be expanding soon. Enjoy the enhanced convenience! (*Remember to bring League credits.)
Posted at Wed Apr 8 02:04:43 2009 UTC (16 years, 12 days, 11 hours, 12 minutes, and 43 seconds ago)You may find that you have much fewer combat points than expected. DON'T PANIC! This is normal. Ground combat points have been seperated out into a newer and creamer category!
Posted at Sun Apr 12 02:53:41 2009 UTC (16 years, 8 days, 10 hours, 23 minutes, and 45 seconds ago)Players who aren't you and are incommunicado generally won't show up on @WHO anymore.
Posted at Tue Apr 14 02:10:04 2009 UTC (16 years, 6 days, 11 hours, 7 minutes, and 22 seconds ago)A few changes related to asteroid mining:
* You may now only complete two sites within a 24 hour period.
* Asteroid mining site payouts increased significantly.
* Roid dogs now permakill your character.
Posted at Wed Apr 22 08:05:25 2009 UTC (15 years, 11 months, 29 days, 5 hours, 12 minutes, and 1 second ago)In light of recent events, we have decided to lower the successful kill rate of a 'roid dog to 95%. However, they are still to be regarded ICly as nature's perfect killing machine.
Posted at Thu Apr 23 02:45:47 2009 UTC (15 years, 11 months, 28 days, 10 hours, 31 minutes, and 39 seconds ago)Oh, and your previous frequencies are labeled 'Default.' You can change this by removing and re-adding them.
Posted at Sat Apr 25 23:18:29 2009 UTC (15 years, 11 months, 25 days, 13 hours, 58 minutes, and 57 seconds ago)Until we get a new help file up for Teslaworld, you can read OLDHELP TESLA for mostly current information.
Posted at Thu May 14 03:15:16 2009 UTC (15 years, 11 months, 7 days, 10 hours, 2 minutes, and 10 seconds ago)Tesla salvaging monetary reward has been slightly increased. Point reward remains unchanged for now.
Posted at Thu May 14 22:31:56 2009 UTC (15 years, 11 months, 6 days, 14 hours, 45 minutes, and 30 seconds ago)Beacon drops: Corin hinted at it ICly, but just to clarify, beacon drops (or at least credit for them) is capped at two in 24 hours, to keep combat point gain somewhat rate-limited.
Posted at Thu May 14 23:06:48 2009 UTC (15 years, 11 months, 6 days, 14 hours, 10 minutes, and 38 seconds ago)For further clarity, the INFO command now includes: 1) Your last mining site completion times, 2) Your last beacon drop times, and while I was at it, 3) The worth of your starships.
Posted at Thu May 14 23:59:39 2009 UTC (15 years, 11 months, 6 days, 13 hours, 17 minutes, and 47 seconds ago)New object matching functionality!
In addition to other, third, etc., you can now type MY whatever. This will match only objects that are yours: things that you bought or last had possession of.
Tracking of who last had possession of an object has just been added, and may therefore be unreliable for older items until they've been held by you.
Posted at Tue May 26 01:51:41 2009 UTC (15 years, 10 months, 23 days, 11 hours, 25 minutes, and 45 seconds ago)A condensed version of some recent changes:
* The value of repair points has been slightly increased, since the conditions for gaining them are so strict. This hasn't produced much change in anyone's combat points, but it'll add up for people who engineer a lot.
* A small change to the beacon drop algorithm has slightly (or significantly, depending on the situation) increased the difficulty of beacon drops.
* Certain ships that have no business (either for IC reasons or for game balance reasons) having a FTL drive no longer have FTL drives.
* Mutuality ships now have special internal descriptions, to represent their stylization more completely.
* Some changes were made to the alert system.
* Failsafes are now coloured similarly to the appropriate damage level.
* Failsafe algorithm changed slightly. Shouldn't affect player ships much, if at all.
* Simulator ships now have symbols and colours on the starmap.
As always, report any weirdness.
Posted at Sat May 30 14:08:23 2009 UTC (15 years, 10 months, 18 days, 23 hours, 9 minutes, and 3 seconds ago)A little change to ship AI:
* Disarmed ships won't lock anymore.
Report any oddity, as always.
Posted at Mon Jun 1 05:49:51 2009 UTC (15 years, 10 months, 17 days, 7 hours, 27 minutes, and 35 seconds ago)Pretty huge bug fix: Some players were allowed to gain points past their cap. This has been fixed.
Posted at Mon Jun 1 07:36:44 2009 UTC (15 years, 10 months, 17 days, 5 hours, 40 minutes, and 42 seconds ago)Combat score calculation has been changed slightly!
There's now 'Unauthorized' and 'Authorized' combat points. For upgrading, @tops, and so on, only authorized points will count. However, as your cap raises, the authorized points will gradually raise to your unauthorized point level.
Posted at Tue Jun 2 22:31:36 2009 UTC (15 years, 10 months, 15 days, 14 hours, 45 minutes, and 50 seconds ago)In a similar vein to unauthorized combat points, there are now unauthorized overall points. In most cases, you'll never get them, but in a handful of cases, such as the point gain bug a few days ago, or if your cap somehow fluctuates and you find yourself above your cap, you'll only have the points counted up to your cap. They're not gone, but they won't count until your cap increases to that point.
Additionally, you can check your unauthorized points at any reputable point center near you.
Posted at Wed Jun 3 01:17:31 2009 UTC (15 years, 10 months, 15 days, 11 hours, 59 minutes, and 55 seconds ago)Today's changes:
* Deep space exploration is now an available activity. Check Corin Shea's post in General/General for details.
* Exploration points added.
* Starship augmentation stores now have a POINTS command.
Posted at Tue Jun 16 23:59:42 2009 UTC (15 years, 10 months, 1 day, 13 hours, 17 minutes, and 44 seconds ago)Explorers: The MILEAGE command has been added to ship control rooms. It will show you how many lightyears you have traveled, which will often (but not always) be your distance from charted space.
Type MILEAGE RESET to zero out the meter.
Posted at Wed Jun 17 13:02:32 2009 UTC (15 years, 10 months, 1 day, 14 minutes, and 54 seconds ago)A new ship command has been added: RUNDOWN, available in all starmap-capable rooms, giving the full coordinate rundown normally available only as part of the starmap in weapon rooms. Intended to be an alternative to viewing the starmap.
Posted at Wed Jun 17 23:04:26 2009 UTC (15 years, 10 months, 14 hours, and 13 minutes ago)Some minor cosmetic changes to @tops et al, to reflect the transition away from 'overall' points. Also, @tops itself is less overwhelming, but you can find the same information now under @tops-detailed (or just @tops-d).
Posted at Thu Jun 18 03:32:27 2009 UTC (15 years, 10 months, 9 hours, 44 minutes, and 59 seconds ago)A few cosmetic changes to point center reports.
* If you don't have any unauthorized starship combat points, it just reports as 'Combat Score'
* If you don't have any of a certain point category (aside from aggregate score), it won't show up.
Posted at Thu Jun 18 13:47:06 2009 UTC (15 years, 9 months, 30 days, 23 hours, 30 minutes, and 20 seconds ago)After observing the earn rate of artifacts for a few days, we've decided to increase their value to make the activity's income more in line with other 300-point activities.
Posted at Sat Jun 20 16:46:11 2009 UTC (15 years, 9 months, 28 days, 20 hours, 31 minutes, and 15 seconds ago)Something that was supposed to be implemented in ship conversion/hybridization stores but wasn't is now implemented.
Posted at Mon Jun 29 13:48:22 2009 UTC (15 years, 9 months, 19 days, 23 hours, 29 minutes, and 4 seconds ago)A small change to garages: Garages now transport to more than just the 'Alpha' dock of a station.
Posted at Mon Jun 29 14:48:17 2009 UTC (15 years, 9 months, 19 days, 22 hours, 29 minutes, and 9 seconds ago)Fixed a bug in the League Prime Defense Cruiser.
Posted at Mon Jun 29 21:54:53 2009 UTC (15 years, 9 months, 19 days, 15 hours, 22 minutes, and 33 seconds ago)Logging in should be a bit faster now.
Posted at Thu Jul 2 13:38:06 2009 UTC (15 years, 9 months, 16 days, 23 hours, 39 minutes, and 20 seconds ago)The AEU advanced gunship has been made a bit easier to find. Happy hunting!
Posted at Fri Jul 3 04:37:16 2009 UTC (15 years, 9 months, 16 days, 8 hours, 40 minutes, and 10 seconds ago)Gunning in multiple WRs should no longer be possible.
Posted at Sat Jul 4 02:58:17 2009 UTC (15 years, 9 months, 15 days, 10 hours, 19 minutes, and 9 seconds ago)After careful consideration, we've reduced the cost of AEU's Heavy Defense Vessel.
Posted at Tue Jul 7 21:01:57 2009 UTC (15 years, 9 months, 11 days, 16 hours, 15 minutes, and 29 seconds ago)Pilot lounges should now have newsfeeds.
Posted at Tue Jul 14 21:13:48 2009 UTC (15 years, 9 months, 4 days, 16 hours, 3 minutes, and 38 seconds ago)Updated the NPCs help file!
Posted at Sat Jul 18 01:00:46 2009 UTC (15 years, 9 months, 1 day, 12 hours, 16 minutes, and 40 seconds ago)Thanks for playing the 'OH GOD WHAT WILL THAT SHIP BE CALLED NEXT' game. Ship renamers should now work properly!
Posted at Mon Jul 20 02:36:52 2009 UTC (15 years, 8 months, 30 days, 10 hours, 40 minutes, and 34 seconds ago)Players who have opted out of the tops boards shouldn't take up a place in the INFO ranking or be able to see @tops-like boards.
Posted at Tue Jul 28 20:19:47 2009 UTC (15 years, 8 months, 21 days, 16 hours, 57 minutes, and 39 seconds ago)Minimap sorta thing implemented. Off by default, you can turn it on with GEN-O. It may be a bit flakey at the moment, and it works off of @linelen. Post any questions/comments/suggestions to OOC/MttS.
Posted at Wed Jul 29 04:52:24 2009 UTC (15 years, 8 months, 21 days, 8 hours, 25 minutes, and 2 seconds ago)Made the minimap slightly more useful by increasing its size somewhat. Should still be okay on smaller screens. If this causes any problems, let us know.
Posted at Wed Jul 29 05:10:44 2009 UTC (15 years, 8 months, 21 days, 8 hours, 6 minutes, and 42 seconds ago)The minimap should now work properly with peer.
Posted at Thu Jul 30 04:35:56 2009 UTC (15 years, 8 months, 20 days, 8 hours, 41 minutes, and 30 seconds ago)@tesla now shows tesla explorers. And people opted out of the tops listings shouldn't be able to see it anymore.
Posted at Thu Jul 30 04:50:56 2009 UTC (15 years, 8 months, 20 days, 8 hours, 26 minutes, and 30 seconds ago)The combat energy grid and battery changes have been implemented. Comments, suggestions, and so on should be posted to OOC/Messages to the Staff or REPORTed.
Posted at Thu Jul 30 15:48:22 2009 UTC (15 years, 8 months, 19 days, 21 hours, 29 minutes, and 4 seconds ago)Everyone who participated in the event last week got a little point bump.
Posted at Thu Jul 30 19:12:01 2009 UTC (15 years, 8 months, 19 days, 18 hours, 5 minutes, and 25 seconds ago)Added a status tag legend to @who/@users to explain all of those funky [c]s and [a]s beside people's names. You can turn it off with GEN-O.
Posted at Thu Jul 30 20:28:55 2009 UTC (15 years, 8 months, 19 days, 16 hours, 48 minutes, and 31 seconds ago)Added ace and rogue perks and penalties, respectively.
Posted at Thu Jul 30 20:48:47 2009 UTC (15 years, 8 months, 19 days, 16 hours, 28 minutes, and 39 seconds ago)For all you bounty hunters! A SLIGHT BALANCE CHANGE!
For repeat offenders, the rewards have been increased!
Posted at Wed Aug 5 16:38:10 2009 UTC (15 years, 8 months, 13 days, 20 hours, 39 minutes, and 16 seconds ago)Changed a bit of silliness in the bounty code.
Posted at Thu Aug 6 12:29:02 2009 UTC (15 years, 8 months, 13 days, 48 minutes, and 24 seconds ago)Made nysteel thread more sane in material cost, since after doing some number crunching, certain items would take thousands upon thousands of materials to make.
Posted at Thu Aug 6 15:57:52 2009 UTC (15 years, 8 months, 12 days, 21 hours, 19 minutes, and 34 seconds ago)Also, released two new toolsets, around the 250-300 industry point range, as well as some new blueprints. Enjoy.
Posted at Thu Aug 6 15:59:44 2009 UTC (15 years, 8 months, 12 days, 21 hours, 17 minutes, and 42 seconds ago)Maps and minimaps can now be coloured with COLOUR-O.
Posted at Sun Aug 9 14:31:33 2009 UTC (15 years, 8 months, 9 days, 22 hours, 45 minutes, and 53 seconds ago)Knocking on ships has been fixed. Hopefully.
Posted at Mon Aug 10 15:25:50 2009 UTC (15 years, 8 months, 8 days, 21 hours, 51 minutes, and 36 seconds ago)You may have noticed a small change in your ship name! (Especially if you're Mutuality) DO NOT PANIC. THIS IS INTENTIONAL.
Posted at Tue Aug 11 02:03:28 2009 UTC (15 years, 8 months, 8 days, 11 hours, 13 minutes, and 58 seconds ago)Some more changes were made to the crafting system. Enjoy.
Posted at Sat Aug 15 20:42:36 2009 UTC (15 years, 8 months, 3 days, 16 hours, 34 minutes, and 50 seconds ago)Renaming ships should now be much, much cheaper in most cases.
Posted at Sun Aug 16 01:21:20 2009 UTC (15 years, 8 months, 3 days, 11 hours, 56 minutes, and 6 seconds ago)A small change to the space markets, possibly in a long string of changes to the space market: The item listing within categories is now sorted alphabetically, to help you find the best deals.
Posted at Sun Aug 16 16:44:26 2009 UTC (15 years, 8 months, 2 days, 20 hours, and 33 minutes ago)Space markets now respond to the use of @linelen
Posted at Sun Aug 16 16:55:34 2009 UTC (15 years, 8 months, 2 days, 20 hours, 21 minutes, and 52 seconds ago)Certain ships were a bit wonky with cargo holds, so you may have gained EXACTLY ONE CARGO UNIT. Enjoy.
Posted at Sun Aug 16 17:49:01 2009 UTC (15 years, 8 months, 2 days, 19 hours, 28 minutes, and 25 seconds ago)Chemistry's getting a bit more love as some more recipes have changed slightly, and some new recipes have been added. More recipes for the chemistry toolset are on the way in the near future.
Posted at Sun Aug 16 23:48:49 2009 UTC (15 years, 8 months, 2 days, 13 hours, 28 minutes, and 37 seconds ago)After some additions to the properties of weapons, components should again be working properly. If you notice any strange output, please send a report. Odd things might include, for instance, the number 12 where something used to say 'laser.' Or errors!
Posted at Mon Aug 17 15:11:37 2009 UTC (15 years, 8 months, 1 day, 22 hours, 5 minutes, and 49 seconds ago)For all of you chemistry nerds, we've added STARSHIP PLAQUES for you to craft! (as well as like twenty other things)
Starship plaques are starship decorations, but they can also be bolted inside if you wish. If you're feeling ambitious, you can ETCH the plaques to personalize them.
Posted at Mon Aug 17 19:55:36 2009 UTC (15 years, 8 months, 1 day, 17 hours, 21 minutes, and 50 seconds ago)'Average damage' (in both the AVG command and in scans) should much more accurately reflect how damaged the ship really is now.
Posted at Mon Aug 17 22:21:08 2009 UTC (15 years, 8 months, 1 day, 14 hours, 56 minutes, and 18 seconds ago)Some ships have had their max charge rating modified. DO NOT WORRY, FOR THIS IS INTENTIONAL!
Posted at Tue Aug 18 01:04:22 2009 UTC (15 years, 8 months, 1 day, 12 hours, 13 minutes, and 4 seconds ago)Announcements on the website now list concrete dates as well as telling you how long ago it was since that announcement.
Posted at Sat Aug 22 05:53:25 2009 UTC (15 years, 7 months, 27 days, 7 hours, 24 minutes, and 1 second ago)Marshals should show up more often again in beacon drops, and Ninlils should be a bit more common.
Posted at Sat Aug 22 20:12:11 2009 UTC (15 years, 7 months, 26 days, 17 hours, 5 minutes, and 15 seconds ago)Pilots beware!
You can no longer dock or land right after getting into combat!
Posted at Thu Aug 27 01:15:48 2009 UTC (15 years, 7 months, 22 days, 12 hours, 1 minute, and 38 seconds ago)We've completed a change to how starship component information is stored. Please report any oddities.
Posted at Sat Aug 29 14:38:48 2009 UTC (15 years, 7 months, 19 days, 22 hours, 38 minutes, and 38 seconds ago)Mail delivery has been made more worthwhile for new players, both in points and cash. The change to point values is retroactive. Enjoy!
Posted at Wed Sep 2 13:54:57 2009 UTC (15 years, 7 months, 15 days, 23 hours, 22 minutes, and 29 seconds ago)Changes to the help system this morning:
Cadet-level and new players will be redirected to the HELP NEW file when they type just HELP. Players may type HELP INDEX at any time to see all help files.
Help files added:
New to the Game
Salvaging
Decoy Beacons
Teslaworld (mainly just moved from the old help database)
Posted at Wed Sep 2 16:11:02 2009 UTC (15 years, 7 months, 15 days, 21 hours, 6 minutes, and 24 seconds ago)As discussed in the forum, players can now set up automatic insurance deposits!
At any ATM, you can set a percentage of your income to go directly into your insurance fund, from none of it to all of it!
As always, report any oddities.
Posted at Sun Sep 13 11:22:29 2009 UTC (15 years, 7 months, 5 days, 1 hour, 54 minutes, and 57 seconds ago)Due to popular demand, the amount of time you're allowed to be idle before being booted has been SLIGHTLY EXTENDED. Enjoy doing nothing!
Posted at Tue Sep 15 21:59:28 2009 UTC (15 years, 7 months, 2 days, 15 hours, 17 minutes, and 58 seconds ago)Fixed a bug where navy ships could become stuck for ever and ever, tending to result in large navies of small ships.
Posted at Thu Sep 17 16:09:46 2009 UTC (15 years, 7 months, 21 hours, 7 minutes, and 40 seconds ago)Added some enhancements to belt station shift orders. Also fixed a bug where a station left completely idle would not rest the employees.
Posted at Thu Sep 17 17:20:42 2009 UTC (15 years, 7 months, 19 hours, 56 minutes, and 44 seconds ago)@searchhelp will now show you which line matched your search at the end of the help file.
Posted at Thu Sep 17 18:42:30 2009 UTC (15 years, 7 months, 18 hours, 34 minutes, and 56 seconds ago)Changed a few things with how red alerts work, mostly to clean up 11 year code and make it strain the server less.
As always, report any weirdness.
Posted at Tue Sep 22 00:54:02 2009 UTC (15 years, 6 months, 27 days, 12 hours, 23 minutes, and 24 seconds ago)RATS spawns will show some semi-random variety from now on!
Posted at Tue Sep 22 22:35:29 2009 UTC (15 years, 6 months, 26 days, 14 hours, 41 minutes, and 57 seconds ago)L-look at you, hacker. The RATS-core buyers will now take cores from containers, but you must be holding at least one core before they'll start taking them from you, just to make sure that you want to give them your cores.
Posted at Thu Sep 24 20:59:06 2009 UTC (15 years, 6 months, 24 days, 16 hours, 18 minutes, and 20 seconds ago)Buy and sell prices will no longer change for marathon trade items for the duration of the event!
Posted at Fri Sep 25 00:18:55 2009 UTC (15 years, 6 months, 24 days, 12 hours, 58 minutes, and 31 seconds ago)Probably a long time in coming, but now you can repair things without getting into a menu! Like 'REPAIR TURRET 10' or whatever!
Posted at Sat Sep 26 02:24:38 2009 UTC (15 years, 6 months, 23 days, 10 hours, 52 minutes, and 48 seconds ago)NEW FEATURE FILLED WITH NEW: Now at any intersector fund center you can view the exchange rate between your alliance and other alliances in a handy table, including the inverse rate! Enjoy.
Posted at Sat Sep 26 19:10:57 2009 UTC (15 years, 6 months, 22 days, 18 hours, 6 minutes, and 29 seconds ago)Costs for repairing a ship's hull will now include a charge for repairing broken failsafes.
Posted at Wed Sep 30 14:25:09 2009 UTC (15 years, 6 months, 18 days, 22 hours, 52 minutes, and 17 seconds ago)We made a small change to how RATS core rewards are handled. You shouldn't see any visible change on your end, but report any oddities nonetheless.
Posted at Sat Oct 3 04:44:54 2009 UTC (15 years, 6 months, 16 days, 8 hours, 32 minutes, and 32 seconds ago)Go-bots despair! You now need to manually go places, instead of using go with no arguments.
If there's a go-exit that you can't figure out the name for, REPORT it and we'll look into it.
Posted at Sat Oct 3 15:55:58 2009 UTC (15 years, 6 months, 15 days, 21 hours, 21 minutes, and 28 seconds ago)Also, a very minor change: You can now READ message board readers. Mostly to make things slightly more intuitive for newbies.
Posted at Sat Oct 3 16:30:16 2009 UTC (15 years, 6 months, 15 days, 20 hours, 47 minutes, and 10 seconds ago)Decorations and visible starship abilities should now look somewhat neater in starship descriptions.
Posted at Tue Oct 6 04:55:46 2009 UTC (15 years, 6 months, 13 days, 8 hours, 21 minutes, and 40 seconds ago)Minor flight control change: Stations with multiple docking points will now just say the name of the station, instead of the name of the station and the dock of the station.
Posted at Tue Oct 13 15:12:46 2009 UTC (15 years, 6 months, 5 days, 22 hours, 4 minutes, and 40 seconds ago)P.S. You'll notice there are already results. That's right, we've been secretly tracking everything you've been doing for the past four days before this was even implemented!
Posted at Wed Oct 14 16:57:34 2009 UTC (15 years, 6 months, 4 days, 20 hours, 19 minutes, and 52 seconds ago)New Conquest benefit: Top alliances will enjoy accelerated ship construction.
Posted at Thu Oct 15 23:50:32 2009 UTC (15 years, 6 months, 3 days, 13 hours, 26 minutes, and 54 seconds ago)Heavy lasers have been modified so as to hopefully make their usage more attractive.
Posted at Sat Oct 17 13:28:18 2009 UTC (15 years, 6 months, 1 day, 23 hours, 49 minutes, and 8 seconds ago)Low-value trade goods are now worth more points than high-value trade goods.
Posted at Sat Oct 17 15:38:22 2009 UTC (15 years, 6 months, 1 day, 21 hours, 39 minutes, and 4 seconds ago)Implemented the changelog system and ported some old announcements over to the new changelog system. A player command for viewing recent changes will be coming soon.
Posted at Sat Oct 17 17:09:15 2009 UTC (15 years, 6 months, 1 day, 20 hours, 8 minutes, and 11 seconds ago)Fixed an issue in the changelog announcement system preventing it from actually working.
Posted at Sat Oct 17 17:10:45 2009 UTC (15 years, 6 months, 1 day, 20 hours, 6 minutes, and 41 seconds ago)Changed a few things with respect to how Conquest results are tallied.
Posted at Sat Oct 17 19:24:39 2009 UTC (15 years, 6 months, 1 day, 17 hours, 52 minutes, and 47 seconds ago)You can now use @conquest-latest to check the status for the current Conquest period.
Posted at Sat Oct 17 21:15:16 2009 UTC (15 years, 6 months, 1 day, 16 hours, 2 minutes, and 10 seconds ago)@conquest-latest removed from general player usage.
Posted at Sat Oct 17 21:18:13 2009 UTC (15 years, 6 months, 1 day, 15 hours, 59 minutes, and 13 seconds ago)Fixed an issue with conquest results not properly tallying (due to an error in clearing the datamine data)
Posted at Sun Oct 18 15:56:47 2009 UTC (15 years, 6 months, 21 hours, 20 minutes, and 39 seconds ago)Added an alias of GROUP to the HOLD command, with different messages, for those not secure with their sexuality.
Posted at Sun Oct 18 23:58:39 2009 UTC (15 years, 6 months, 13 hours, 18 minutes, and 47 seconds ago)Conquest gain and beacon drops: The conquest gain will no longer be even among all participants. The ship's owner (and his or her alliance) will achieve additional conquest gain based on the size of the crew.
Posted at Mon Oct 19 02:46:28 2009 UTC (15 years, 6 months, 10 hours, 30 minutes, and 58 seconds ago)Tagging for transporting contraband now checks both the ship's registered alliance and the control of the sector into account.
Posted at Mon Oct 19 04:15:14 2009 UTC (15 years, 6 months, 9 hours, 2 minutes, and 12 seconds ago)Getting caught for smuggling contraband now incurs an appropriate conquest loss.
Posted at Mon Oct 19 04:51:49 2009 UTC (15 years, 6 months, 8 hours, 25 minutes, and 37 seconds ago)Fixed a bug that would have conquest participants who hindered their alliance's conquest (through ship loss, et cetera) actually gain standing for the 'top performers' list at the end of the conquest period.
Posted at Mon Oct 19 05:17:07 2009 UTC (15 years, 6 months, 8 hours, and 19 seconds ago)Fixed an issue that prevented the upgrade of expanded flitters
Posted at Mon Oct 19 05:46:59 2009 UTC (15 years, 6 months, 7 hours, 30 minutes, and 27 seconds ago)Changed how conquest calculations were done slightly. We'll continue looking at it over the next few days.
Posted at Mon Oct 19 08:26:00 2009 UTC (15 years, 6 months, 4 hours, 51 minutes, and 26 seconds ago)Registering a trade ship should once again be possible in ship registries. Additionally, renaming a ship has been added to the ship registry menus (though this was already possible through the RENAME command there)
Posted at Mon Oct 19 18:25:08 2009 UTC (15 years, 5 months, 29 days, 18 hours, 52 minutes, and 18 seconds ago)Fixed a minor display bug in bounty tags.
Posted at Mon Oct 19 18:34:05 2009 UTC (15 years, 5 months, 29 days, 18 hours, 43 minutes, and 21 seconds ago)Conquest: Fixed an issue that prevented ship loss from registering. Also changed the effect of ship size so that the loss of smaller ships has far less of an impact.
Posted at Mon Oct 19 22:10:01 2009 UTC (15 years, 5 months, 29 days, 15 hours, 7 minutes, and 25 seconds ago)The systems panel in engineering is now coloured with the starship status meter color option. Additionally, cleaned up some 11 year old code.
Posted at Mon Oct 19 22:47:48 2009 UTC (15 years, 5 months, 29 days, 14 hours, 29 minutes, and 38 seconds ago)Asteroid haulers can no longer dock in ships, and light carriers only fit inside significantly larger ships.
Posted at Tue Oct 20 00:49:06 2009 UTC (15 years, 5 months, 29 days, 12 hours, 28 minutes, and 20 seconds ago)On further reflection, asteroid haulers now fit into a narrower spectrum of ship docking bays, as opposed to eliminating the ability completely.
Posted at Tue Oct 20 00:54:49 2009 UTC (15 years, 5 months, 29 days, 12 hours, 22 minutes, and 37 seconds ago)Changed how certain NPC ship profiles have their threat rating calculated. Beacons at the mid-high end should be very slightly larger.
Posted at Wed Oct 21 01:08:34 2009 UTC (15 years, 5 months, 28 days, 12 hours, 8 minutes, and 52 seconds ago)Changed beacons slightly so as to have a minimum response for the assembled fleet.
Posted at Wed Oct 21 01:25:04 2009 UTC (15 years, 5 months, 28 days, 11 hours, 52 minutes, and 22 seconds ago)Fixed an issue with security stations.
Posted at Wed Oct 21 19:15:30 2009 UTC (15 years, 5 months, 27 days, 18 hours, 1 minute, and 56 seconds ago)Naval strength will now be slightly affected by conquest standing, coming into effect as the navies rotate their patrols over the next hour or so.
Posted at Thu Oct 22 02:04:07 2009 UTC (15 years, 5 months, 27 days, 11 hours, 13 minutes, and 19 seconds ago)- RATS will no longer leave behind starship debris.
- Starship debris should be slightly more consistent in terms of size and value, and both numbers will now be relative to the size of the ship.
Posted at Thu Oct 22 19:07:56 2009 UTC (15 years, 5 months, 26 days, 18 hours, 9 minutes, and 30 seconds ago)After many years, it has finally happened.
- Apartments and apartment landings now respond to the OPEN DOOR and CLOSE DOOR commands.
- An open door now counts as an invitation, and will allow visitors to freely enter your apartment without a resident having to go out and grab them.
- If your door is closed and you are a valid resident, you will automatically open and close the door going in or out of your apartment, rather than slamming into it (as amusing as that was).
Posted at Thu Oct 22 21:36:42 2009 UTC (15 years, 5 months, 26 days, 15 hours, 40 minutes, and 44 seconds ago)Changed conquest calculations very slightly. It'll tend to prefer larger alliances more often than not, but only very slightly. Should only really be noticable in the first day or so of conquest.
Posted at Fri Oct 23 23:54:05 2009 UTC (15 years, 5 months, 25 days, 13 hours, 23 minutes, and 21 seconds ago)Fixed an issue with the League Navy's Kestrel Wing and the AEU Navy's Honour Guard.
Posted at Sat Oct 24 19:10:25 2009 UTC (15 years, 5 months, 24 days, 18 hours, 7 minutes, and 1 second ago)AEU removed from the special application side list and League added to special application side list, for population balancing.
Posted at Sat Oct 24 20:34:57 2009 UTC (15 years, 5 months, 24 days, 16 hours, 42 minutes, and 29 seconds ago)Implemented a new blueprint for plastics, electronics, sonics, and mercenary utility, in order to help the mercenary utility license be more useful.
Posted at Sat Oct 24 23:54:10 2009 UTC (15 years, 5 months, 24 days, 13 hours, 23 minutes, and 16 seconds ago)Made some minor changes to the text filter. Primarily, if a sentence starts with a filtered word, it will be capitalized. Secondarily, certain cultures and accents may have an automatic filter.
Posted at Sun Oct 25 03:14:33 2009 UTC (15 years, 5 months, 24 days, 10 hours, 2 minutes, and 53 seconds ago)General transmissions from the control rooms of starships now filter text properly.
Posted at Sun Oct 25 03:44:48 2009 UTC (15 years, 5 months, 24 days, 9 hours, 32 minutes, and 38 seconds ago)Metafrequencies had a few bugs in filtering text properly. This has been fixed.
Posted at Sun Oct 25 03:49:14 2009 UTC (15 years, 5 months, 24 days, 9 hours, 28 minutes, and 12 seconds ago)Purged the room o' unclaimed ships. There will be no more (or at least fewer) announced ship purges --- deleted player ships should now automatically get moved to the Room o' Unclaimed Ships.
Posted at Sun Oct 25 07:53:00 2009 UTC (15 years, 5 months, 24 days, 5 hours, 24 minutes, and 26 seconds ago)Added a list of common cliches to be avoided to HELP BASIC PROFILE.
Posted at Mon Oct 26 14:05:25 2009 UTC (15 years, 5 months, 22 days, 23 hours, 12 minutes, and 1 second ago)Players should no longer be able to transmit on metafrequencies whilst out of communications range.
Posted at Tue Nov 3 21:37:38 2009 UTC (15 years, 5 months, 14 days, 15 hours, 39 minutes, and 48 seconds ago)Fixed an issue that was probably preventing all limited production ships from becoming available since the conquest tally earlier today.
Posted at Tue Nov 3 23:00:52 2009 UTC (15 years, 5 months, 14 days, 14 hours, 16 minutes, and 34 seconds ago)Naval elimination should now work properly.
Posted at Thu Nov 5 15:06:30 2009 UTC (15 years, 5 months, 12 days, 22 hours, 10 minutes, and 56 seconds ago)Fixed a bug where navies would be eliminated even if there was no naval presence in a sector for that alliance normally. Mostly a clutter/performance fix than anything else.
Posted at Thu Nov 5 15:30:19 2009 UTC (15 years, 5 months, 12 days, 21 hours, 47 minutes, and 7 seconds ago)Fixed a major exploit with xenology containers allowing players to gain exploration points at a rate far above and beyond intended.
Posted at Thu Nov 5 19:54:30 2009 UTC (15 years, 5 months, 12 days, 17 hours, 22 minutes, and 56 seconds ago)Added Resistance Headquarters II to the locate command for keychains.
Posted at Thu Nov 5 22:38:30 2009 UTC (15 years, 5 months, 12 days, 14 hours, 38 minutes, and 56 seconds ago)Fixed an issue with LRLs hitting hull very slightly more often than designed
Posted at Fri Nov 6 03:58:07 2009 UTC (15 years, 5 months, 12 days, 9 hours, 19 minutes, and 19 seconds ago)Fixed an issue with Oblivion launchers, guided missile/rocket launchers, and accuratized minicannons not applying their hull lockon chance appropriately.
Posted at Fri Nov 6 03:58:52 2009 UTC (15 years, 5 months, 12 days, 9 hours, 18 minutes, and 34 seconds ago)Modernized AutoVector Navigation Units. You no longer buy a boltable part, but rather you get a ship upgraded at a ship upgrade store. Uninstalled autovector units will still remain installable, but will install themselves similar to the new system. You will not get the autovector unit back if the ship is destroyed or sold, but it is now factored into the vessel's value for insurance, bragging, and other purposed.
Posted at Fri Nov 6 04:28:42 2009 UTC (15 years, 5 months, 12 days, 8 hours, 48 minutes, and 44 seconds ago)Fixed a minor issue with the point level requirement of reactionless spacesuit jets and navaids.
Posted at Fri Nov 6 04:31:46 2009 UTC (15 years, 5 months, 12 days, 8 hours, 45 minutes, and 40 seconds ago)Changed how ship key location works whilst out of comms. Ships in the Room o' Unclaimed Ships will still appear, but any other ship will not.
Posted at Fri Nov 6 05:04:13 2009 UTC (15 years, 5 months, 12 days, 8 hours, 13 minutes, and 13 seconds ago)Reduced the life expectancy of starship FTL drive tracers somewhat.
Posted at Fri Nov 6 05:31:12 2009 UTC (15 years, 5 months, 12 days, 7 hours, 46 minutes, and 14 seconds ago)Subscribing to a new newsfeed is no longer possible whilst out of comms.
Posted at Fri Nov 6 05:54:00 2009 UTC (15 years, 5 months, 12 days, 7 hours, 23 minutes, and 26 seconds ago)Debris in Mutuality space should be a little bit more exciting now.
Posted at Sat Nov 7 00:34:28 2009 UTC (15 years, 5 months, 11 days, 12 hours, 42 minutes, and 58 seconds ago)r-tags no longer expire while the player is a cadet (however they expire normally afterwards).
Posted at Sun Nov 8 22:27:46 2009 UTC (15 years, 5 months, 9 days, 14 hours, 49 minutes, and 40 seconds ago)You can now check a quantum entanglement communication device by looking at it!
Posted at Mon Nov 9 02:40:06 2009 UTC (15 years, 5 months, 9 days, 10 hours, 37 minutes, and 20 seconds ago)Changed quantum entanglement communication devices to where they make a noise upon receiving or sending a message.
Posted at Mon Nov 9 07:22:49 2009 UTC (15 years, 5 months, 9 days, 5 hours, 54 minutes, and 37 seconds ago)Fraction of a message, rather.
Posted at Mon Nov 9 07:23:12 2009 UTC (15 years, 5 months, 9 days, 5 hours, 54 minutes, and 14 seconds ago)Tweaked the launch restrictions for certain vessels, in essence making the criteria for 'warship' a bit more widespread, in order to reduce abuse of starships against the spirit of policy 6.
Posted at Fri Nov 13 04:11:24 2009 UTC (15 years, 5 months, 5 days, 9 hours, 6 minutes, and 2 seconds ago)Yell should now be passed through the text filter.
Posted at Tue Nov 17 12:08:25 2009 UTC (15 years, 5 months, 1 day, 1 hour, 9 minutes, and 1 second ago)Made some changes to beacon drops in order to affect difficulty.
- Certain aspects of the encounter will depend upon the capabilities of the friendly ships involved (under the IC assumption that better operators will be sent after better ships).
- The beacon drop ship spawner is more conscious of enemy ship roles, and should spawn ships more intelligently and less overwhelmingly.
- Overall, beacon drop difficulty should be somewhat lower, particularly for less upgraded ships.
Posted at Wed Nov 18 16:45:12 2009 UTC (15 years, 4 months, 30 days, 20 hours, 32 minutes, and 14 seconds ago)The option to show only damaged components while starship engineering is now available under GENERAL-OPTIONS.
Posted at Fri Nov 20 03:32:21 2009 UTC (15 years, 4 months, 29 days, 9 hours, 45 minutes, and 5 seconds ago)Certain salvagable objects shouldn't traceback as much as they did a few moments prior. Sorry about that.
Posted at Sun Nov 22 00:38:29 2009 UTC (15 years, 4 months, 27 days, 12 hours, 38 minutes, and 57 seconds ago)Slight change to exploration:
* Local artifacts can now be found for a short time out of comms, to help bridge the gap between alien artifacts out of comms and local artifacts much closer to home.
Posted at Mon Nov 23 19:56:19 2009 UTC (15 years, 4 months, 25 days, 17 hours, 21 minutes, and 7 seconds ago)Smart title/key placement:
- Now on by default. Type GENERAL-OPTIONS to toggle this.
- Fixed a case where keys would fail to be placed on keychains if no title container could be found.
- The ubiquitous cloth sack will now be automatically worn and used as a title container if no other container is found.
- The above changes basically serve to make the entire key-receiving process painless for brand new players.
Posted at Tue Nov 24 20:29:52 2009 UTC (15 years, 4 months, 24 days, 16 hours, 47 minutes, and 34 seconds ago)* Fixed a few minor bugs in the NPC spawner.
* Added support for aftermarket combat roles to affect player ship combat rating, similar to how NPC ship combat ratings are affected by nonstandard combat roles.
Posted at Wed Nov 25 16:22:01 2009 UTC (15 years, 4 months, 23 days, 20 hours, 55 minutes, and 25 seconds ago)Fixed a small issue where colors would not show up if you chose the default setup prior to toggling color on.
Posted at Thu Nov 26 22:08:11 2009 UTC (15 years, 4 months, 22 days, 15 hours, 9 minutes, and 15 seconds ago)All of the options menus can now be accessed through a main menu with the OPTIONS command.
Posted at Thu Nov 26 22:15:11 2009 UTC (15 years, 4 months, 22 days, 15 hours, 2 minutes, and 15 seconds ago)SQ-0.1.10 changes (the reason for the reboot earlier):
* Ported some frequently used (~150 times a second) verbs to C-based builtin functions.
Posted at Sat Nov 28 05:57:59 2009 UTC (15 years, 4 months, 21 days, 7 hours, 19 minutes, and 27 seconds ago)The effect of a ship's hull size on hull damage absorption points and energy grid capacity is now clarified in the STATUS command!
Posted at Fri Dec 4 02:53:59 2009 UTC (15 years, 4 months, 15 days, 10 hours, 23 minutes, and 27 seconds ago)Fixed an exploit that allowed asteroid haulers to haul while unpowered.
Posted at Sun Dec 6 09:28:36 2009 UTC (15 years, 4 months, 13 days, 3 hours, 48 minutes, and 50 seconds ago)The interalliance diplomatic status formerly known as "peace treaty" will now be known as "cease fire" for greater clarity, representing (as it tends to actually work) a suspended state of war. The hierarchy of diplomatic relations, then, is Alliance > Non-aggression Pact > No Relations > Cease Fire > War.
Posted at Wed Dec 9 21:47:21 2009 UTC (15 years, 4 months, 9 days, 15 hours, 30 minutes, and 5 seconds ago)Listing workbenches inside stores should now work in most cases, hopefully!
Posted at Sat Dec 12 00:15:33 2009 UTC (15 years, 4 months, 7 days, 13 hours, 1 minute, and 53 seconds ago)Fixed a reference to 'overall' points in ship stores to correctly read 'industry.'
Posted at Sun Dec 13 18:17:47 2009 UTC (15 years, 4 months, 5 days, 18 hours, 59 minutes, and 39 seconds ago)Added HELP SOCIALS.
Posted at Mon Dec 14 17:05:28 2009 UTC (15 years, 4 months, 4 days, 20 hours, 11 minutes, and 58 seconds ago)Fixed the ability to use a social command on 'me' over the comms, which had been broken by one METEU GAMREY.
Posted at Mon Dec 14 17:18:17 2009 UTC (15 years, 4 months, 4 days, 19 hours, 59 minutes, and 9 seconds ago)New general option: Acknowledge New Lines When Inputting Lines of Text. This means that when submitting multiple lines of input, like in a message board post, a new line will be acknowledged with an asterisk.
Posted at Tue Dec 29 18:28:58 2009 UTC (15 years, 3 months, 20 days, 18 hours, 48 minutes, and 28 seconds ago)The SPELL command (typed by itself) can now spell words from the last 10 or so lines you've received from the game.
Posted at Wed Dec 30 00:31:07 2009 UTC (15 years, 3 months, 20 days, 12 hours, 46 minutes, and 19 seconds ago)New general option allows for long menus to be columnized horizontally instead of vertically, which means the entries will end up listed sequentially for users of screen readers.
Posted at Wed Dec 30 00:47:20 2009 UTC (15 years, 3 months, 20 days, 12 hours, 30 minutes, and 6 seconds ago)Added the following shortened aliases for starship commands: C for COORDINATES, SC for SCAN, RD for RUNDOWN.
Posted at Wed Dec 30 22:58:38 2009 UTC (15 years, 3 months, 19 days, 14 hours, 18 minutes, and 48 seconds ago)Reduced OOC/MTTS's autoprune time to 30 days (from 60) in order to keep its size somewhat in check. If this is a problem, please direct any concerns to OOC/MTTS.
Posted at Thu Dec 31 05:29:15 2009 UTC (15 years, 3 months, 19 days, 7 hours, 48 minutes, and 11 seconds ago)Assist reasons must now contain at least five words. This change has been done due to frequent abuse of the assist system by supplying invalid reasons. Happy assisting, everyone!
Posted at Sun Jan 3 18:21:55 2010 UTC (15 years, 3 months, 15 days, 18 hours, 55 minutes, and 31 seconds ago)Attention miners: I grew tired of seeing people abusing the everliving fuck out of mining sites by starting and aborting 50 of them to get THE VERY BEST AMOUNT OF METALS. Doing this all the time without ever reporting it is basically classic policy 5, but rather than get all uptight about it, it will just no longer have the desired effect. Try it for yourself. Good luck!
Posted at Sun Jan 3 22:03:29 2010 UTC (15 years, 3 months, 15 days, 15 hours, 13 minutes, and 57 seconds ago)Alliances with poor relations are now allowed to fulfill each other's special trade requests.
Posted at Mon Jan 4 03:38:59 2010 UTC (15 years, 3 months, 15 days, 9 hours, 38 minutes, and 27 seconds ago)Asteroid Mining Upgrades
To further improve mining sites as players go up in points, a series of upgrades are now available. When purchased, these upgrades will apply to all future sites.
Upgrades include building and drone reclamation (as in, improving your return for these items at the end of the site), decreased research cost, and improved total site metals.
The UPGRADE command joins the LICENSE command in the room where you start your mining site.
Posted at Thu Jan 7 02:34:29 2010 UTC (15 years, 3 months, 12 days, 10 hours, 42 minutes, and 57 seconds ago)Objects which dispense items can now be picked up by the player who last held them.
Posted at Thu Jan 7 17:48:25 2010 UTC (15 years, 3 months, 11 days, 19 hours, 29 minutes, and 1 second ago)One-use repair drones are now available at battlesuit outfitters. You can equip up to five of them and you may want to!
Posted at Thu Jan 7 23:06:02 2010 UTC (15 years, 3 months, 11 days, 14 hours, 11 minutes, and 24 seconds ago)The issue with buying repair drones is fixed! Nobody actually spent any money on it.
Posted at Thu Jan 7 23:14:20 2010 UTC (15 years, 3 months, 11 days, 14 hours, 3 minutes, and 6 seconds ago)The ground combat help file has been updated for the new system, unless I've forgotten anything, which is likely.
Posted at Fri Jan 8 05:58:51 2010 UTC (15 years, 3 months, 11 days, 7 hours, 18 minutes, and 35 seconds ago)You can now purchase battlesuits belonging to alliances with whom you have good relations, at a higher point level and greater cost. This doesn't apply to very many people currently, but it's something to keep in mind!
Posted at Fri Jan 8 16:17:57 2010 UTC (15 years, 3 months, 10 days, 20 hours, 59 minutes, and 29 seconds ago)Mining upgrades have been spread out to 10 levels each and tweaked for better progression and balance.
Posted at Fri Jan 8 18:17:12 2010 UTC (15 years, 3 months, 10 days, 19 hours, and 14 seconds ago)A good first live run of the new ground combat system! We're going to do it again tomorrow evening. In the meantime, here are changes I've made after observing your runs tonight:
- Fixed (and occasionally caused) numerous issues while the system was live, which have probably been noticed already.
- Fixed a minor bug where suits not of your own alliance would be incorrectly named.
- Increased the points reward for the RATS nest mission.
- Fixed some issues with messages for abilities.
- Gave some weapons a slightly greater maximum ammunition.
- Balance change: Healing will now build more enmity. This will make flares and enmity management more important.
- Balance change: Enemy weapons beyond the first tier are more effective.
Posted at Sat Jan 9 03:45:05 2010 UTC (15 years, 3 months, 10 days, 9 hours, 32 minutes, and 21 seconds ago)Also, a section about how to refurbish a 'destroyed' battlesuit is now in the ground combat help file.
Posted at Sat Jan 9 03:52:48 2010 UTC (15 years, 3 months, 10 days, 9 hours, 24 minutes, and 38 seconds ago)After some consideration, the following additional changes have been made to ground combat for balance purposes:
- Fringe suits have traded their laser modules for projectiles, and now carry more ammo. This is more fitting with their role as heavy damage dealers. Existing suits have been automatically updated.
- Fringe and Mutuality suits will not progress quite so high in HP as they did before, though the first tier suits are unaffected, so you'll never know the difference!
- Basic weapon modules (that is, not grenades and not missiles) have gained an additional weapon at 50 points, just to have some early progression.
- Similarly, a modest armor upgrade has been added at a low point level.
- AEU and EAOS suits have had their fragility emphasized... which probably means exactly what you think it does. This is to further make enmity management and balanced groups more important.
- AEU. EAOS, and Mutuality suits have had their energy capacity tweaked slightly.
Also, some minor fixes: getting hit now displays the exact damage to you, and looking at objects will reveal how damaged they are percentagewise. And finally, new lootable items, including a new battle item, have been added.
Posted at Sat Jan 9 14:25:42 2010 UTC (15 years, 3 months, 9 days, 22 hours, 51 minutes, and 44 seconds ago)Also you can now deploy your battlesuit without a mission selected, should you ever choose to for whatever reason, to change its commands or admire it or have sex with it or whatever.
Posted at Sat Jan 9 14:36:35 2010 UTC (15 years, 3 months, 9 days, 22 hours, 40 minutes, and 51 seconds ago)With rather more work, I have also added lower point abilities for each of the four ability branches. These involve three entirely new effects, so let's hope they actually work!
Posted at Sat Jan 9 15:51:38 2010 UTC (15 years, 3 months, 9 days, 21 hours, 25 minutes, and 48 seconds ago)Added more weapons to close a bit of a point gap that few people are close to anyway. Perhaps one day I'll be satisfied.
Posted at Sat Jan 9 16:03:11 2010 UTC (15 years, 3 months, 9 days, 21 hours, 14 minutes, and 15 seconds ago)Battlesuits now show their location in the INFO command. There was an issue earlier with the location not being right, so if it looks wrong, send a report!
Posted at Sun Jan 10 01:04:29 2010 UTC (15 years, 3 months, 9 days, 12 hours, 12 minutes, and 57 seconds ago)More ground combat changes! I'm trying to make groups of mixed battlesuits both practical and desirable!
- Repairing now creates more enmity.
- Damage-dealing abilities now create more enmity.
- Detonators will cause more damage.
- Enemy weapons in general will cause more damage.
- The effect of medium and heavy armor is increased, meaning that using these will significantly decrease the amount of damage you take.
- And the most visible change to you: ALL TIER ONE BATTLESUITS ARE AVAILABLE TO YOU as long as your alliance has a non-aggression pact or better with the manufacturer alliance! That gives most of you a lot more choice as to what role you take in battle. So enjoy that.
Now, not to give away too much strategy, but all of these changes boil down to the idea that you want to mix up your suits, making sure to include at least 1) someone who can repair, 2) someone who can make the enemy focus on them and absorb damage, and 3) people who can do heavy damage to the enemy. Going as a group who all have the same suits will not be as successful.
Posted at Mon Jan 11 00:53:27 2010 UTC (15 years, 3 months, 8 days, 12 hours, 23 minutes, and 59 seconds ago)Ground combat changes!
- Fixed an issue with ability use bypassing the energy check.
- Fixed an issue with flare, as it turns out, doing absolutely nothing.
- Increased enmity once again for repairing and damaging abilities. Basically, enemies should really hate "caster" types.
- Increased enmity from flare to compensate. Added extra enmity effects to certain other Light abilities.
- Redid scaling of higher tier suit HP and energy, along with enemy weapons.
- Boosted light armor slightly.
- Medical centers in airforts will now use synthesis supplies when treating someone.
- Limited battlesuit weapons to two per module, or only one for grenades and missiles. If you already have more than this, the limit will take effect the next time you add a weapon.
- Added an elkload of new weapons, with tradeoffs in damage, time to fire, ammo capacity, accuracy, and so on.
- Added info for weapons to the battlesuit outfitter menu.
- Added info for battlesuits to the battlesuit outfitter menu.
Posted at Mon Jan 11 23:40:15 2010 UTC (15 years, 3 months, 7 days, 13 hours, 37 minutes, and 11 seconds ago)Another ground combat change: You are now warned in BIG RED LETTERS if you're launching in a mule and the fortress does not contain your battlesuit. If you then end up at a mission site still without your suit, this system will also automatically find you and punch you directly in your stupid face.
Posted at Tue Jan 12 01:42:34 2010 UTC (15 years, 3 months, 7 days, 11 hours, 34 minutes, and 52 seconds ago)Last minute change! If you just land in a mule at the spaceport that has your battlesuit, it should transfer without you having to exit and re-enter.
Posted at Tue Jan 12 02:14:37 2010 UTC (15 years, 3 months, 7 days, 11 hours, 2 minutes, and 49 seconds ago)Announcing a good-sized revision of ground combat! It's why we had no runs yesterday... and unfortunately why we'll have none tonight. However, I'm aiming for a run on Thursday evening, followed by more self-directed nest activities in the future.
- Many armor levels and a few new weapons added. You will now have something to add to your battlesuit at least every 50 points,even if it's just a slightly better weapon or an incremental armor improvement.
- Added 200 point abilities for Minidrones, Sonics, and Plasma.
- Set Light's 65 point ability to 200 points and added a new 65 point ability. If anyone already has that ability at a lower point level, they can keep it.
- Some abilities now require preparation time to use.
- Ability preparation can be interrupted by being hit, or by abilities specifically designed to interrupt.
- Removed obsolete code restricting number of participants based on mission difficulty for the purposes of determining the reward. With enemy scaling in place, all missions should be balanced for 4-6 participants and that number of people will receive the full reward.
- Nests will now vary, mostly in terms of enemy types.
- Enemies now have the ability to... use abilities.
- Added several new enemy types. Guess what they do!
- Added boss enemies. You'll have great fun with these!
Posted at Thu Jan 14 01:52:07 2010 UTC (15 years, 3 months, 5 days, 11 hours, 25 minutes, and 19 seconds ago)The 'show only damaged components' option will now list one component per line rather than columnizing.
Posted at Thu Jan 14 02:51:17 2010 UTC (15 years, 3 months, 5 days, 10 hours, 26 minutes, and 9 seconds ago)Made a fantastic change to behind-the-scenes gamebuilding stuff that will never directly affect you in any way, but rest assured it is fantastic.
Posted at Thu Jan 14 04:30:03 2010 UTC (15 years, 3 months, 5 days, 8 hours, 47 minutes, and 23 seconds ago)One additional change from what was announced yesterday: loot from enemies will drop for a specific person, and only they can take it for 10 seconds. After that it's a free-for-all as before.
A lot has changed since the last run, so it could be a little rough. Please be patient!
Posted at Fri Jan 15 02:11:10 2010 UTC (15 years, 3 months, 4 days, 11 hours, 6 minutes, and 16 seconds ago)Well, seeing some balance issues with the harder nests!
- Enemy HP reduced.
- Energy gain out of combat is faster.
- Fixed a bug causing some enemies to NEVER die!
Posted at Fri Jan 15 03:01:23 2010 UTC (15 years, 3 months, 4 days, 10 hours, 16 minutes, and 3 seconds ago)- RATS nests may now spawn semi-randomly in uncharted space. For now, you can expect to find and get credit for one nest per day (meaning 22 hours). This will probably change later, or additional mission types will be added.
- Added a new type of loot and battlesuit customization that will be fun for the whole family.
- Added period of non-aggression to RATS AI when they spawn in uncharted space (but not in charted space). If they attack you immediately, this is broken. This is so fortresses have time to launch defender ships, and to prevent explorers from getting harassed.
- Certain items are more likely to drop from boss RATS.
- Fixed an issue preventing some multi-effect abilities from being targetable.
- Eased the difficulty curve on RATS nest scaling.
- Added new enemy type with boss variant.
- Enemy abilities are harder to interrupt.
Posted at Sat Jan 16 01:55:46 2010 UTC (15 years, 3 months, 3 days, 11 hours, 21 minutes, and 40 seconds ago)The bug with battlesuits not transferring to the spaceport under certain circumstances has been found and fixed. Everyone's battlesuits, if they were on an airfort, have been returned to their capital planet.
Posted at Sun Jan 17 23:28:58 2010 UTC (15 years, 3 months, 1 day, 13 hours, 48 minutes, and 28 seconds ago)Going to try giving battlesuits a limited ability to slowly repair automatically out of combat. Report any issues!
Posted at Mon Jan 18 01:12:12 2010 UTC (15 years, 3 months, 1 day, 12 hours, 5 minutes, and 14 seconds ago)Damage warnings should now properly notify you of the maximum threshold you've exceeded rather than the minimum. For instance, going from 8% to 25% damage will tell you you've exceeded 20%, rather than saying you've only exceeded 10%.
Posted at Mon Jan 18 01:19:42 2010 UTC (15 years, 3 months, 1 day, 11 hours, 57 minutes, and 44 seconds ago)The pulse ability has been reworked to stun for the enemy for less time, but it now includes an interrupt effect.
Posted at Mon Jan 18 01:26:58 2010 UTC (15 years, 3 months, 1 day, 11 hours, 50 minutes, and 28 seconds ago)Fixed a couple of issues in the RATS nest mapbuilder.
- It turns out an entire section 4-6 rooms in length was missing from the layout entirely!
- Enemies would occasionally double up when not intended in the final part of the nest.
Posted at Mon Jan 18 01:54:17 2010 UTC (15 years, 3 months, 1 day, 11 hours, 23 minutes, and 9 seconds ago)As mentioned during the forum, some options have been added to make ground combat less overwhelming.
- Incoming ground combat text can be selectively filtered by typing FILTER while in your battlesuit. There are two presets, plus the ability to set everything manually. Screen reader users should probably start with the minimal preset and tweak it to their liking from there.
- Damage threshold warnings should now be appropriately colored depending on whether they're for you, an ally, or an enemy, as long as you've selected to color ground missions in your color options.
Had to dig through all kinds of things to add this, so some basic aspects of ground combat could be broken. Report any issues!
Posted at Mon Jan 18 19:23:07 2010 UTC (15 years, 3 months, 17 hours, 54 minutes, and 19 seconds ago)Our latest and quite possibly greatest innovation is complete!
A ship's head is now available for your last-minute needs and to ease your pain on those long exploration trips. You can find it in your storage room by typing GO HEAD. Go! Right now!
Posted at Mon Jan 18 23:11:43 2010 UTC (15 years, 3 months, 14 hours, 5 minutes, and 43 seconds ago)More ground combat stuff. This is close to totally finished, at least for now.
- You are now notified when an enemy changes its target to you or another ally, with appropriate highlights if you use colors. This is affected by the 'target change' filter.
- The SQUAD command shows more information, including whether the squad member is currently being targeted by something, and their last action and how long ago it took place.
Posted at Tue Jan 19 15:30:26 2010 UTC (15 years, 2 months, 29 days, 21 hours, and 47 minutes ago)A few little changes to ground combat, mostly to help ensure grouping up is a good thing to do.
- Abilities will no longer fire if your target has gone under cover since you began preparing.
- An interrupted ability now inflicts a token amount of roundtime.
- Length of cooldown of a full resupply from the airfort has been increased.
Posted at Thu Jan 21 01:12:41 2010 UTC (15 years, 2 months, 28 days, 12 hours, 4 minutes, and 45 seconds ago)RATS nests should show more variation in enemy types.
Posted at Thu Jan 21 22:29:56 2010 UTC (15 years, 2 months, 27 days, 14 hours, 47 minutes, and 30 seconds ago)You've probably already noticed it by now, but....
INTRODUCING COMMUNICATIONS SIGNAL STRENGTH!
As you go further out from beaconed space, your communications get progressively more garbled! Different beacons work flawlessly out to different ranges!
Posted at Fri Jan 22 14:44:31 2010 UTC (15 years, 2 months, 26 days, 22 hours, 32 minutes, and 55 seconds ago)Added flight control scanners to the magical signal strength mothing.
Posted at Fri Jan 22 17:51:22 2010 UTC (15 years, 2 months, 26 days, 19 hours, 26 minutes, and 4 seconds ago)- Advanced engineering components will now reveal their effects and point requirements when you textually gaze upon them (that is, use the look command).
- Using advanced techniques in combat should now grant the engineer a fairer portion of the bounty, though this may need to be adjusted more.
Posted at Sat Jan 23 14:57:35 2010 UTC (15 years, 2 months, 25 days, 22 hours, 19 minutes, and 51 seconds ago)Edited the pre-login screen to update the year and to better reflect the current plotline of the game.
Posted at Sat Jan 23 15:35:26 2010 UTC (15 years, 2 months, 25 days, 21 hours, and 42 minutes ago)Introducing the COMMANDS command. You can use this command on "me," on "here," or on any nearby object to see all usable commands on it and their approximate syntax. Hopefully this avoids showing you any commands that you shouldn't be able to see or use, but if you should see any command that has slipped through the cracks, please find it within yourself to report it immediately rather than using it to delete the server or whatever it does. Thanks!
Posted at Sun Jan 24 15:56:22 2010 UTC (15 years, 2 months, 24 days, 21 hours, 21 minutes, and 4 seconds ago)Replaced starship repair functionality, much of which was a decade old, with entirely new code.
- Repair rate and command syntax should be unchanged.
- The command is, however, a little smarter about helping you pick valid components to repair, particularly launchers and turrets.
- Overall messaging is prettier; for instance, there is now an instant confirmation when you queue up an abort.
- You can now repair the same component that someone else started repairing, replacing their repair order. You want to do this if you are familiarized with the engineering room, but the person who began the repair is not.
- You no longer need to abort the repair in order to switch which component you're repairing. Just repair the new one.
- The system should now only inflict roundtime at appropriate moments instead of pretty much every time you try to use it.
- Overall the system creates less work for the server, which is always a good thing.
I've tested it and everything seems to work smoothly, but report any issues!
Posted at Sun Jan 24 17:16:58 2010 UTC (15 years, 2 months, 24 days, 20 hours, and 28 seconds ago)TOP LIST CLASSIC has been replaced with a more in-character assessment of pilots' relative skills, in the form of the KNOWLEDGE command. Enjoy!
Posted at Mon Jan 25 04:11:16 2010 UTC (15 years, 2 months, 24 days, 9 hours, 6 minutes, and 10 seconds ago)Asteroid Mining feature addition:
* Carrier drones now have a new advanced task known as 'Load Balance,' which is on by default.
* When the load balance task is activated, a drone will attempt to balance the amount of ore at each processor based on the proecessing power of each ore processor, with a slight additional tolerance.
As always, report any bugs or oddness that may occur.
Posted at Wed Jan 27 14:05:45 2010 UTC (15 years, 2 months, 21 days, 23 hours, 11 minutes, and 41 seconds ago)Low priority deployment centers have been added to battlesuit facilities. These include a live fire testing zone and, where it makes sense, simple solo missions against Outsider enforcers.
Posted at Wed Jan 27 22:04:04 2010 UTC (15 years, 2 months, 21 days, 15 hours, 13 minutes, and 22 seconds ago)Pilot league liaison offices (or their equivalent) have been added to every capital spaceport. Their main purpose at the moment is to contain a CADET ORIENTATION OFFICER which is exactly what it sounds like. New players will now start in this office rather than on the landing pad, and they can talk to the orientation NPC for some early help and direction.
Posted at Wed Jan 27 22:04:15 2010 UTC (15 years, 2 months, 21 days, 15 hours, 13 minutes, and 11 seconds ago)Flight control now reports class names for ships of PC alliances.
Posted at Fri Jan 29 02:19:16 2010 UTC (15 years, 2 months, 20 days, 10 hours, 58 minutes, and 10 seconds ago)Mutuality space is somewhat renamed, as per OOC/MTTNS
Posted at Sun Jan 31 20:12:36 2010 UTC (15 years, 2 months, 17 days, 17 hours, 4 minutes, and 50 seconds ago)Mutuality now has a proper low-priority ground mission!
Posted at Sun Jan 31 22:02:25 2010 UTC (15 years, 2 months, 17 days, 15 hours, 15 minutes, and 1 second ago)Forgot to mention this when I did it, but after looking at the drop rates for some RATS parts, requirements for blueprints that use said parts have been reduced.
Posted at Mon Feb 1 07:26:17 2010 UTC (15 years, 2 months, 17 days, 5 hours, 51 minutes, and 9 seconds ago)There is now an EXPERIENCE (or EXP) command that will summarize your experience relative to the rest of your alliance, in a similar manner to KNOWLEDGE but in greater detail.
Posted at Mon Feb 1 17:01:37 2010 UTC (15 years, 2 months, 16 days, 20 hours, 15 minutes, and 49 seconds ago)Your player rank no longer shows up in INFO, in our efforts to phase out TOPS LIST CLASSIC. Conveniently, this will make INFO generation much faster!
Posted at Mon Feb 1 17:04:56 2010 UTC (15 years, 2 months, 16 days, 20 hours, 12 minutes, and 30 seconds ago)Fixed various unfortunate issues related to asteroid hauling that cropped up today.
Posted at Tue Feb 2 00:25:46 2010 UTC (15 years, 2 months, 16 days, 12 hours, 51 minutes, and 40 seconds ago)Voluntary renames for characters are temporarily disabled until we can create an approval process to ensure the new name makes sense in character.
Posted at Wed Feb 3 12:15:00 2010 UTC (15 years, 2 months, 15 days, 1 hour, 2 minutes, and 26 seconds ago)Addressed a few ground combat issues.
- Added the ability to refurbish and reload battlesuits to the battlesuit outfitter menu.
- Low priority missions can now be resumed if you return to the deployment room within a few minutes of leaving it.
- Fixed an issue where newly bought battlesuits would not be placed into spaceport storage correctly.
- Fixed an issue where ammo capacity minimods did absolutely nothing.
- You should now never see yourself referred to in the third person while in a battlesuit.
- Battlesuits should now hear saytos.
Posted at Thu Feb 4 14:50:38 2010 UTC (15 years, 2 months, 13 days, 22 hours, 26 minutes, and 48 seconds ago)Clothing in a player's description is now sorted from top to bottom.
Posted at Thu Feb 4 16:25:56 2010 UTC (15 years, 2 months, 13 days, 20 hours, 51 minutes, and 30 seconds ago)For your enjoyment, pilot lounges (including Brian's) will now spam you with flavor text.
Posted at Thu Feb 4 17:13:26 2010 UTC (15 years, 2 months, 13 days, 20 hours, and 4 minutes ago)Containers (such as bags, backpacks, closets, dressers, etc.) and surfaces (tables and bars) can now categorize their contents and display them in lists that should be easier for humans to manage.
These lists will also display the proper aliases for referring to the objects inside.
You can access this functionality at any time by typing VIEW [container].
There is also a new general option to make this the default behavior when you look at a container.
Posted at Thu Feb 4 18:15:55 2010 UTC (15 years, 2 months, 13 days, 19 hours, 1 minute, and 31 seconds ago)Making some internal changes to the way ship destruction is handled. This is probably an excellent setup for another huge disaster, so please report any issues.
Posted at Thu Feb 4 21:07:10 2010 UTC (15 years, 2 months, 13 days, 16 hours, 10 minutes, and 16 seconds ago)An IC explanation for the conquest system has been added to HELP CONQUEST, for those wondering how it applies in character.
Posted at Fri Feb 5 03:20:19 2010 UTC (15 years, 2 months, 13 days, 9 hours, 57 minutes, and 7 seconds ago)Fixed a couple issues with the cadet questgiver.
- Cadet buoys will no longer spawn EVERYWHERE and stick around forever.
- You should now properly get credit for killing RATS, allowing cadets to finish the combat portion of the quest.
Posted at Sat Feb 6 14:41:47 2010 UTC (15 years, 2 months, 11 days, 22 hours, 35 minutes, and 39 seconds ago)You can now use @GIVE-PROPS to give props to someone for their exceptional roleplaying prowess on the popular starship game Star Conquest. Use it when you mean it, it means more when you do it like that!
Posted at Sun Feb 7 02:11:14 2010 UTC (15 years, 2 months, 11 days, 11 hours, 6 minutes, and 12 seconds ago)Communicators should now garble properly inside RATS nests and similar ground mission sorta-thingydoos.
Posted at Sun Feb 7 03:10:42 2010 UTC (15 years, 2 months, 11 days, 10 hours, 6 minutes, and 44 seconds ago)Asteroids should now properly utilize INTRASECTOR ENGINE 2.0's new, exciting, and lemon-scented acceleration speeds.
Posted at Tue Feb 9 03:32:13 2010 UTC (15 years, 2 months, 9 days, 9 hours, 45 minutes, and 13 seconds ago)Fixed an issue with the message board system causing certain threads to not get a 'Re: '
Posted at Tue Feb 9 16:27:29 2010 UTC (15 years, 2 months, 8 days, 20 hours, 49 minutes, and 57 seconds ago)New website feature in beta:
You can now access the game's message board system via the website. This feature is in beta and incomplete. Most immediately obvious is that it's read-only and there's no way to write a post. But given the difficulty of following threads like the massive PvP one, it seems like a good time to announce this anyway.
The message board is the first website feature that links specifically with your character. For this reason, you'll have to type WEBPIN in the game to generate a password that allows the website to link to your character. Use your character's full name and this webpin (NOT your account password) to log into your character on the website. You are responsible for your own security.
The address of the web message board is http://moo.squidsoft.net:7779/messageboard
Posted at Tue Feb 9 23:29:43 2010 UTC (15 years, 2 months, 8 days, 13 hours, 47 minutes, and 43 seconds ago)The STATUS screen now gives some insight into how fast your engine is making you go.
Posted at Wed Feb 10 22:50:02 2010 UTC (15 years, 2 months, 7 days, 14 hours, 27 minutes, and 24 seconds ago)In light of recent changes, certain NPCs now do less damage, in order to keep the level of lethality in check. More changes may be coming (in either way) within the next few days.
Posted at Wed Feb 10 23:07:23 2010 UTC (15 years, 2 months, 7 days, 14 hours, 10 minutes, and 3 seconds ago)Ships should now no longer deal damage shortly after their destruction.
Posted at Thu Feb 11 01:27:14 2010 UTC (15 years, 2 months, 7 days, 11 hours, 50 minutes, and 12 seconds ago)Several more minor tweaks have been made to NPC damage and other components.
Posted at Thu Feb 11 17:44:37 2010 UTC (15 years, 2 months, 6 days, 19 hours, 32 minutes, and 49 seconds ago)Fixed a bug wherein advanced engineering components did not check cooldown properly, allowing, for instance, two separate repair components to be used almost immediately after one another.
Posted at Thu Feb 11 17:46:39 2010 UTC (15 years, 2 months, 6 days, 19 hours, 30 minutes, and 47 seconds ago)Cleaned up legacy code pertaining to entering new sectors, fixing a few bugs with INTRASECTOR ENGINE 2.0 (and actually INTRASECTOR ENGINE CATALYST 1.0 that were overlooked, though it's a moot issue at this point.) in the process.
Posted at Thu Feb 11 18:44:59 2010 UTC (15 years, 2 months, 6 days, 18 hours, 32 minutes, and 27 seconds ago)You can now no longer purchase a limited production ship shortly after losing one.
Posted at Fri Feb 12 21:00:47 2010 UTC (15 years, 2 months, 5 days, 16 hours, 16 minutes, and 39 seconds ago)Advanced pilot commands are now in the game!
These have a different focus than advanced engineering, and tend to require good tactical and situational awareness to use to your advantage. They are also higher level, starting at 500 combat points.
These new abilities are accessible via a quest. This is something you should look for on your own. An in-character hint has been dropped within the last 24 hours and it is accessible to all players, and this should be your first lead. Recall that while you might read the changelog, your character does not, so there is no in-character way to ask "Where are the new pilot abilities?" unless you've really seen someone else use them.
Additional engineering abilities are planned soon, as well as a new system related to gunnery, to complete the trifecta.
Posted at Sun Feb 14 20:32:16 2010 UTC (15 years, 2 months, 3 days, 16 hours, 45 minutes, and 10 seconds ago)Fixed an issue preventing ships from ever leaving certain garages, which was deemed to have an "above average" level of effect on pilot activity.
Posted at Sat Feb 27 05:14:19 2010 UTC (15 years, 1 month, 22 days, 8 hours, 3 minutes, and 7 seconds ago)Fixed an issue with post pruning not properly rebuilding the post index cache afterwards.
Posted at Thu Mar 25 18:46:24 2010 UTC (15 years, 25 days, 18 hours, 31 minutes, and 2 seconds ago)Fixed some typos. Cats have purr spelling skills.
Posted at Thu Apr 1 19:38:44 2010 UTC (15 years, 18 days, 17 hours, 38 minutes, and 42 seconds ago)Added playerbase statistics information to the player-accessible command @WHO/USERS.
Posted at Thu Apr 15 00:06:23 2010 UTC (15 years, 5 days, 13 hours, 11 minutes, and 3 seconds ago)Added hourly statistics to the player-accessible command @WHO/USERS.
Posted at Sat Apr 17 11:21:37 2010 UTC (15 years, 3 days, 1 hour, 55 minutes, and 49 seconds ago)Fixed an issue with photographs tracebacking.
Posted at Thu Apr 29 23:46:18 2010 UTC (14 years, 11 months, 21 days, 13 hours, 31 minutes, and 8 seconds ago)You may now use the commands TURN BOOK TO NEXT and TURN BOOK TO PREVIOUS for greater ease in achieving literacy. LEARN MORE ABOUT BOOKS AT YOUR LOCAL LIBRARY.
Posted at Thu May 20 16:00:54 2010 UTC (14 years, 11 months, 21 hours, 16 minutes, and 32 seconds ago)Had a go at fixing a few long-standing, rather tricky bugs in ground combat. I definitely fixed some issues; we just have to hope they addressed the actual problems.
- Looted items should cease fading into the aether and instead add up properly as they're taken.
- Group debuffs no longer need a target specified and should work on all enemies automatically.
- Nests which hang around saying they have ongoing missions and yet do not... well, I didn't get to the root of the problem, but from now on these nests should get a second chance to spawn a mission and then disappear normally.
Posted at Tue May 25 03:30:37 2010 UTC (14 years, 10 months, 25 days, 9 hours, 46 minutes, and 49 seconds ago)Watched a nest run for the first time in a long time!
- Increased overall resilience of enemies at higher levels. You're welcome!
- Reduced the effect of laser guidance, which it turns out was completely incredible and I'm not sure that was ever intentional.
- Reduced the effect and increased the cooldown time of directed flare because it seemed like enmity management wasn't an issue with this ability.
- Damage mods (i.e., illuminate) will no longer stack. Sorry!
- Damage of RATS offensive nanites increased.
- RATS healing ability increased.
- Most important of all, fixed a typo in sonic wave.
Posted at Tue May 25 04:44:47 2010 UTC (14 years, 10 months, 25 days, 8 hours, 32 minutes, and 39 seconds ago)More nest changes.
- Allowed enemies to use some abilities previously only available to players.
- Added new enemy types for tougher nests.
- Increased difficulty of later bosses.
Posted at Tue May 25 15:13:30 2010 UTC (14 years, 10 months, 24 days, 22 hours, 3 minutes, and 56 seconds ago)Fixed a couple of loopholes in sector security against enemy combatants.
Posted at Wed May 26 21:34:10 2010 UTC (14 years, 10 months, 23 days, 15 hours, 43 minutes, and 16 seconds ago)I was terrifically bored and I have written a help file of in-character background knowledge about the parts of a starship. These things would be studied in the academy, but how well your character actually remembers it is up to you. You can find it under HELP PARTS. I may add more soon as things occur to me!
Posted at Tue Jun 1 04:21:12 2010 UTC (14 years, 10 months, 18 days, 8 hours, 56 minutes, and 14 seconds ago)Mutuality-types and those who love wearing Mutuality-type timepieces will find things to be somewhat different now! Enjoy.
Posted at Wed Jun 2 20:19:16 2010 UTC (14 years, 10 months, 16 days, 16 hours, 58 minutes, and 10 seconds ago)Changed the display of TCT to use periods instead of pipes. If you don't know what this means, don't worry.
Posted at Wed Jun 2 22:30:37 2010 UTC (14 years, 10 months, 16 days, 14 hours, 46 minutes, and 49 seconds ago)Added a way for players to see Tandem Cylical Time automatically converted into decimal format, just in case people can't handle the real way to view it.
Posted at Thu Jun 3 18:28:49 2010 UTC (14 years, 10 months, 15 days, 18 hours, 48 minutes, and 37 seconds ago)New dialogue parsing engine! I call it Fancy Dialogue!
Its purpose is basically to take your dialogue and split it up intelligently into more varied and interesting constructions, like in a work of fiction, rather than having "Player says 'whatever'" for line after line.
Probably the most important thing to know is that if you don't like it, you can turn it off by typing GEN-O and choosing the appropriate option. Note that fancy dialogue is ON by default, which means that the option under GEN-O is whether you want to DISABLE it. If you like it, then keep that "disable" option toggled to OFF.
When fancy dialogue is active, your "ignore accents" option will, basically, do nothing. This is because reminders about accents should now be few and far between as part of the engine, rather than constant spam. If you have fancy dialogue off, your "ignore accents" option will work exactly as before.
You can also influence your dialogue by using emoticons! They will still be filtered out, but they will alter how you say things. Currently recognized emoticons are as follows: :) :( :D :P :O :|
I think there's still a few bugs to iron out and a few more tweaks to come, but this is mostly complete. Enjoy!
Posted at Thu Jun 3 18:30:36 2010 UTC (14 years, 10 months, 15 days, 18 hours, 46 minutes, and 50 seconds ago)Tweaked how the fancy dialogue system displays dialogue with emoticons. Realized that emoticons actually did not work at all. Fixed emoticons.
Posted at Fri Jun 4 01:22:18 2010 UTC (14 years, 10 months, 15 days, 11 hours, 55 minutes, and 8 seconds ago)Some changes to ground combat!
- TRAP SPRUNG. Now that nobody has high tier suits belonging to other alliances, their point requirements have changed. Surprise! It's not too harsh, but it's no longer on a linear scale. Point requirements for suits of your own alliance are unchanged. (If anybody REALLY wants to be grandfathered in for the suits they had access to already, I suppose I can do that, although I'd rather not!) The idea, as with advanced suits, is for something to work toward at higher point levels.
- Speaking of advanced suits, I reevaluated the abilities of one certain advanced battlesuit, taking into account the point levels at which they are actually acquired, and adjusting accordingly. It's quite a versatile suit, particularly at higher levels.
- I have decided it fits better thematically if RATS nests are less overwhelmingly dense, particularly in deep space. This should not affect the time it takes to find a nest, but you're consistently having a hard time with it, report it.
Posted at Mon Jun 7 12:52:05 2010 UTC (14 years, 10 months, 12 days, 25 minutes, and 21 seconds ago)Many reports of ground combat bugs and issues with extreme difficulty that seem to have merit!
- There was a LARGE jump in difficulty when a group had sufficient points to encounter tier three enemy suits. This has been smoothed out.
- Separated player armor from NPC armor and rebalanced the values. Armor should have quite a large effect now. Perhaps too large, but we'll see.
- Enemies interrupted by interrupt-effect abilities will no longer immediately retry the same ability.
- Enemy HP was being adjusted assuming that a group should consist of four people, whereas the current system is geared toward up to six. In other words, groups larger than four were being punished. This has been changed.
- Enemies should show a change in targets immediately instead of right as they attempt to fire.
- Just to make things fair, enemies will stop using cover since it pretty much only works against them. At some point they may begin to use cover intelligently.
- Once again attempted to fix the targeting for group-effect debuffs. I think it's right this time. One character makes all the difference.
- Fixed an issue where "accuracy down" debuffs increased accuracy. Isn't programming fun?
Posted at Wed Jun 9 20:55:18 2010 UTC (14 years, 10 months, 9 days, 16 hours, 22 minutes, and 8 seconds ago)Experiment time!
We're going to try something a bit different for "capped" activities, now that the Conquest period has been available as an interval of time for quite a while. That's right, instead of a daily cap, we'll have a Conquest period cap.
- Beacon drops had a daily limit of two. You can now do eight per Conquest period.
- Low priority ground missions were also two per day, now eight per period.
- RATS nests were one per day, now four per period.
I haven't done asteroid mining yet because it's different for some reason, but I probably will soon.
The reasoning for this:
- Greater flexibility. If you've got a good group for beacons or nests and everybody wants to just keep going, go for it, instead of trying to reassemble daily.
- A daily limit creates a sort of use-it-or-lose-it situation that can create frustration, which is relaxed with a longer period of time.
The downside of this is that it's no longer assured that people will be looking to do these activities daily; but then, it really wasn't anyway. But if it turns out that this makes finding a group even harder, then it'll be easy to change back.
The INFO command will now show how many activities you've done this Conquest period out of the total you're allowed.
Posted at Wed Jun 16 04:20:13 2010 UTC (14 years, 10 months, 3 days, 8 hours, 57 minutes, and 13 seconds ago)Improperly placed furniture shall never trouble you again.
Posted at Mon Jun 21 02:27:54 2010 UTC (14 years, 9 months, 29 days, 10 hours, 49 minutes, and 32 seconds ago)A change to the process for new players which doesn't affect anyone currently reading this!
New players will no longer have to have their email address verified before they can connect to the game. However, a player without a verified email address will be treated as a cadet regardless of their profile status.
The reason for this, like the cadet system itself, is to give new players an impression of the game before they have to start jumping through hoops to play it, and also to make it easier for new players to obtain help if they're having trouble with the process.
Posted at Wed Jun 23 18:27:12 2010 UTC (14 years, 9 months, 26 days, 18 hours, 50 minutes, and 14 seconds ago)INFO should now display battlesuit locations correctly with the new system.
Posted at Thu Jun 24 00:25:42 2010 UTC (14 years, 9 months, 26 days, 12 hours, 51 minutes, and 44 seconds ago)Fixed an issue where a Gemini's destruction while it had battlesuits deployed would result in the permadeath of all characters aboard the enemy ship. Alas, too late for poor Joss.
Posted at Sat Jul 10 03:04:49 2010 UTC (14 years, 9 months, 10 days, 10 hours, 12 minutes, and 37 seconds ago)Increased the value of standard cargo for couriers.
Posted at Mon Jul 12 20:11:31 2010 UTC (14 years, 9 months, 7 days, 17 hours, 5 minutes, and 55 seconds ago)Courier radios are now automatically on when bolted down. You can still turn them off, they're just on by default.
Posted at Mon Jul 12 21:24:02 2010 UTC (14 years, 9 months, 7 days, 15 hours, 53 minutes, and 24 seconds ago)The payout for standard cargo for couriers wasn't really where we wanted it to be, considering the inherent annoyances of using courier work as a primary income method, so we increased the value again. Priority payouts have not been changed.
Posted at Wed Jul 14 13:44:29 2010 UTC (14 years, 9 months, 5 days, 23 hours, 32 minutes, and 57 seconds ago)- Added 'resign' as an alias for 'quit' at courier companies.
- Just for good measure, removed 'quit' as an alias for '@quit,' since I'm not sure when or why that was added.
Posted at Sat Jul 17 14:53:48 2010 UTC (14 years, 9 months, 2 days, 22 hours, 23 minutes, and 38 seconds ago)The Star Conquest Web Portal now should display the star conquest logo properly now. Rejoice!
Posted at Sat Jul 31 01:30:47 2010 UTC (14 years, 8 months, 20 days, 11 hours, 46 minutes, and 39 seconds ago)Made a few more things ready for the switch to the new space system: debris generation, asteroid generation, artifact generation, and detection of when ships enter or leave communications range. Please report any issues you notice.
Posted at Tue Aug 10 21:04:53 2010 UTC (14 years, 8 months, 9 days, 16 hours, 12 minutes, and 33 seconds ago)Changed some things in respect to which spaceports accept debris/asteroids and from whom in preparation for switching to the new system. You shouldn't notice any changes at the moment. Send a report if you find anything odd.
Posted at Thu Aug 12 15:27:23 2010 UTC (14 years, 8 months, 7 days, 21 hours, 50 minutes, and 3 seconds ago)Added the STANDINGS command. For factions.
Posted at Thu Aug 12 19:34:54 2010 UTC (14 years, 8 months, 7 days, 17 hours, 42 minutes, and 32 seconds ago)League and Fringe pilots will now get some default standing to the Accord.
Posted at Thu Aug 12 20:49:41 2010 UTC (14 years, 8 months, 7 days, 16 hours, 27 minutes, and 45 seconds ago)Accelerator gates may have been horribly broken while trying to switch them over to the new system. Time will tell!
Posted at Sat Aug 14 23:18:52 2010 UTC (14 years, 8 months, 5 days, 13 hours, 58 minutes, and 34 seconds ago)The layout of The Cross has changed slightly! WOO YEAH. More changes are on the way.
Posted at Sun Aug 15 01:46:16 2010 UTC (14 years, 8 months, 5 days, 11 hours, 31 minutes, and 10 seconds ago)Changed the layout of The Cross cluster of space somewhat, to make it actually somewhat interesting. More changes to Mutuality space are on the way.
Posted at Sun Aug 15 01:51:32 2010 UTC (14 years, 8 months, 5 days, 11 hours, 25 minutes, and 54 seconds ago)Launching should now actually deliver you to the correct sector!
Posted at Sun Aug 15 02:18:04 2010 UTC (14 years, 8 months, 5 days, 10 hours, 59 minutes, and 22 seconds ago)Certain sectors can now have space defenses despite not having Alpha-1 security. Actually, it's just one sector.
Posted at Sun Aug 15 03:46:56 2010 UTC (14 years, 8 months, 5 days, 9 hours, 30 minutes, and 30 seconds ago)Space stations are back to having shapes and multiple docking bays.
Posted at Sun Aug 15 04:52:00 2010 UTC (14 years, 8 months, 5 days, 8 hours, 25 minutes, and 26 seconds ago)Fixed courier request command bug.
Posted at Sun Aug 15 13:21:34 2010 UTC (14 years, 8 months, 4 days, 23 hours, 55 minutes, and 52 seconds ago)Asteroid hauling has now survived the conversion.
Posted at Sun Aug 15 13:45:55 2010 UTC (14 years, 8 months, 4 days, 23 hours, 31 minutes, and 31 seconds ago)Asteroid belt management stations have been moved out of alliance capital sectors to the nearest asteroid belt or cluster.
Posted at Sun Aug 15 13:52:22 2010 UTC (14 years, 8 months, 4 days, 23 hours, 25 minutes, and 4 seconds ago)Stars as we knew them are gone, since they would not make any sense in the current system! Stars will still appear on your starmap but they are assumed to be in the distance. In fact, the same star will often appear in multiple sectors within a cluster. However, these stars do not actually occupy coordinates and you cannot interact with them.
Posted at Sun Aug 15 14:09:09 2010 UTC (14 years, 8 months, 4 days, 23 hours, 8 minutes, and 17 seconds ago)Charge usage is now greatly reduced when linking jumps.
Posted at Sun Aug 15 14:13:28 2010 UTC (14 years, 8 months, 4 days, 23 hours, 3 minutes, and 58 seconds ago)Region displays (the stuff in brackets up at the top when you starmap, like 'Human Interalliance Space') have returned.
Posted at Sun Aug 15 14:34:55 2010 UTC (14 years, 8 months, 4 days, 22 hours, 42 minutes, and 31 seconds ago)Flight control should now broadcast onto the public tuner in "Beta-2" or more-secure space if the sector is owned by any of the four main-cluster alliances (I.E. Not the Mutuality).
Posted at Sun Aug 15 15:54:13 2010 UTC (14 years, 8 months, 4 days, 21 hours, 23 minutes, and 13 seconds ago)Added pointless chatter to greet you when you jump into a sector.
Posted at Sun Aug 15 17:05:19 2010 UTC (14 years, 8 months, 4 days, 20 hours, 12 minutes, and 7 seconds ago)You will now be alerted to the status of your alliance's sector defense via the Sector Status comm channel.
Posted at Sun Aug 15 17:12:25 2010 UTC (14 years, 8 months, 4 days, 20 hours, 5 minutes, and 1 second ago)Updated the cadet orientation officer somewhat for newspace.
Posted at Sun Aug 15 17:45:44 2010 UTC (14 years, 8 months, 4 days, 19 hours, 31 minutes, and 42 seconds ago)Added sector descriptions which will be shown to you upon jumping into a sector. Not all sectors are described yet.
Posted at Sun Aug 15 17:48:00 2010 UTC (14 years, 8 months, 4 days, 19 hours, 29 minutes, and 26 seconds ago)Updated the DESTINATION command to show correct sectors.
Posted at Sun Aug 15 19:45:11 2010 UTC (14 years, 8 months, 4 days, 17 hours, 32 minutes, and 15 seconds ago)Updated space taxi passengers to also show correct sectors.
Posted at Sun Aug 15 19:49:48 2010 UTC (14 years, 8 months, 4 days, 17 hours, 27 minutes, and 38 seconds ago)Added some more sector descriptions. All clusters have at least one sector described now!
Posted at Sun Aug 15 21:48:16 2010 UTC (14 years, 8 months, 4 days, 15 hours, 29 minutes, and 10 seconds ago)Aerial fortress REMOTE function updated for the new system.
Posted at Sun Aug 15 22:58:31 2010 UTC (14 years, 8 months, 4 days, 14 hours, 18 minutes, and 55 seconds ago)Asteroid belt management stations will no longer launch hapless ships to distant places.
Posted at Sun Aug 15 23:49:55 2010 UTC (14 years, 8 months, 4 days, 13 hours, 27 minutes, and 31 seconds ago)Converted a thing that may have been responsible for preventing beacon drops from happening near new sectors.
Posted at Mon Aug 16 13:29:09 2010 UTC (14 years, 8 months, 3 days, 23 hours, 48 minutes, and 17 seconds ago)Added seatbelts to the game, but keep in mind that they are still illegal and may be difficult to find!
Posted at Mon Aug 16 15:29:08 2010 UTC (14 years, 8 months, 3 days, 21 hours, 48 minutes, and 18 seconds ago)Fixed some outdated sector references in flight control.
Posted at Mon Aug 16 15:44:06 2010 UTC (14 years, 8 months, 3 days, 21 hours, 33 minutes, and 20 seconds ago)Updated old command references in the newbie drone's script.
Posted at Mon Aug 16 15:48:03 2010 UTC (14 years, 8 months, 3 days, 21 hours, 29 minutes, and 23 seconds ago)Added the "VSM" command to starships, just in case you want the visual part of the starmap without the coordinate rundown.
Posted at Mon Aug 16 20:11:33 2010 UTC (14 years, 8 months, 3 days, 17 hours, 5 minutes, and 53 seconds ago)Starship component upgrades rearranged!
As part of the change to the new space system, we've switched component distribution to a new semi-automated system that principally takes into account local sector security to determine which components are available.
In other words:
- Many components have moved, and they're probably much more spread out now.
- Generally, the less secure the sector is, the higher quality the components are. Although, since the geography hasn't been built up as much as it eventually will be, we've massaged the availability rules a little to make sure everything is out there somewhere.
- And the best part about this for you: since it's mostly automated now, the system has gone ahead and found places for all (well, most) components up to 1000 points, which includes several previously unreleased ones!
If you find any oddities, like components you can't find anywhere anymore, or duplicated menus, or anything else that just doesn't look right, please use the REPORT command and let us know.
Posted at Mon Aug 16 22:17:30 2010 UTC (14 years, 8 months, 3 days, 14 hours, 59 minutes, and 56 seconds ago)Forgot to mention that this system has also resulted in a few brand new component-only starship stores scattered around.
Posted at Mon Aug 16 22:19:03 2010 UTC (14 years, 8 months, 3 days, 14 hours, 58 minutes, and 23 seconds ago)Added in TEXTMAP. It's pretty much equivalent to the automatic minimap, only it will be easier for visually impaired players to use!
Posted at Tue Aug 17 00:41:46 2010 UTC (14 years, 8 months, 3 days, 12 hours, 35 minutes, and 40 seconds ago)Updated the 'Salvaging' text file for the NEW MILLENIUM.
Posted at Tue Aug 17 03:28:41 2010 UTC (14 years, 8 months, 3 days, 9 hours, 48 minutes, and 45 seconds ago)Mail rooms, courier cargo centers, and passenger stations should now enjoy much greater success in choosing a destination that actually exists these days.
Posted at Tue Aug 17 20:54:16 2010 UTC (14 years, 8 months, 2 days, 16 hours, 23 minutes, and 10 seconds ago)Added HELP SECURITY RATINGS, to give a breakdown to all of this crazy security rating nonsense.
Posted at Tue Aug 17 21:59:17 2010 UTC (14 years, 8 months, 2 days, 15 hours, 18 minutes, and 9 seconds ago)Apparently in-game account creation has been broken forever. Now it is fixed!
Posted at Tue Aug 17 23:20:08 2010 UTC (14 years, 8 months, 2 days, 13 hours, 57 minutes, and 18 seconds ago)Added the Mentor system, which is detailed under ANNOUNCEMENTS because ANNOUNCEMENTS ARE IMPORTANT and so is this.
Posted at Wed Aug 18 00:06:27 2010 UTC (14 years, 8 months, 2 days, 13 hours, 10 minutes, and 59 seconds ago)Realized OUT OF NOWHERE that the cadet test buoy quest didn't survive the conversion. Now fixed!
Posted at Wed Aug 18 01:54:26 2010 UTC (14 years, 8 months, 2 days, 11 hours, and 23 minutes ago)Turns out I fixed the cadet test buoys a little TOO well. But now they are prevented from spawning, well, absolutely everywhere.
Posted at Wed Aug 18 02:09:50 2010 UTC (14 years, 8 months, 2 days, 11 hours, 7 minutes, and 36 seconds ago)Fixed another outdated sector reference in the orientation officer's dialogue.
Posted at Wed Aug 18 02:10:11 2010 UTC (14 years, 8 months, 2 days, 11 hours, 7 minutes, and 15 seconds ago)Fixed an issue where players were able to spend more credits than they had on battlesuit components.
Posted at Wed Aug 18 02:55:35 2010 UTC (14 years, 8 months, 2 days, 10 hours, 21 minutes, and 51 seconds ago)Made sure that RATS would spawn for new players that have accepted the RATS core quest.
Posted at Wed Aug 18 03:37:00 2010 UTC (14 years, 8 months, 2 days, 9 hours, 40 minutes, and 26 seconds ago)Fixed an issue where RATS weren't spawning in logical places due to the system relying on pre-conversion data.
Posted at Wed Aug 18 03:42:18 2010 UTC (14 years, 8 months, 2 days, 9 hours, 35 minutes, and 8 seconds ago)Allowed mentored newbies to leave the mentor channel at will. Don't worry, mentors; nobody's actually asked for this yet, but it seems like a good idea.
Posted at Thu Aug 19 23:49:45 2010 UTC (14 years, 8 months, 13 hours, 27 minutes, and 41 seconds ago)Edited the salvage and transfer code in preparation for a new thing. Please report any issues you might notice.
Posted at Thu Aug 19 23:56:25 2010 UTC (14 years, 8 months, 13 hours, 21 minutes, and 1 second ago)Added a new newbie quest for industrial-minded new pilots to Accord Headquarters. A similar quest involving combat will appear soon.
Posted at Fri Aug 20 02:31:54 2010 UTC (14 years, 8 months, 10 hours, 45 minutes, and 32 seconds ago)Attention! The security levels of some sectors has changed! Additionally, lower security sectors, even in high security space will have more debris in them than higher security sectors. Conversely, this means that many high security sectors with debris now have less debris in them than they used to have!
Posted at Fri Aug 20 02:32:59 2010 UTC (14 years, 8 months, 10 hours, 44 minutes, and 27 seconds ago)A couple ground combat changes:
- Missions are now balanced according to the point requirement of the battlesuit you're using, rather than your actual ground combat point level.
- Players with a ground combat point level above 250 may now maintain multiple battlesuits, gaining a new slot every 500 points. This can be managed with the SWITCH command in the battlesuit outfitter.
Both nice things, maybe, but put them together and what do you get?
- More experienced players now have the option of maintaining lower-tier suits and going on missions with less experienced players without getting them killed (as often).
Posted at Sat Aug 21 01:21:29 2010 UTC (14 years, 7 months, 29 days, 11 hours, 55 minutes, and 57 seconds ago)Also about ground combat: For further encouragement, more experienced players taking low-level missions will earn bonus points depending on how far above the mission difficulty they are, to make it more worth their while.
Posted at Sat Aug 21 01:30:27 2010 UTC (14 years, 7 months, 29 days, 11 hours, 46 minutes, and 59 seconds ago)For balance reasons, only group missions will be subject to the new method of balancing ground combat missions. Solo deployments and turtle assaults will work as before.
Posted at Sat Aug 21 12:42:10 2010 UTC (14 years, 7 months, 29 days, 35 minutes, and 16 seconds ago)Engines changed to display speed in km/s based on new sector size.
Posted at Sat Aug 21 14:28:40 2010 UTC (14 years, 7 months, 28 days, 22 hours, 48 minutes, and 46 seconds ago)The mileage meter will now display in kilometers, light-seconds, or light-minutes as appropriate, in an effort to avoid unreadably huge numbers.
Posted at Sat Aug 21 14:36:17 2010 UTC (14 years, 7 months, 28 days, 22 hours, 41 minutes, and 9 seconds ago)Added the SPEED command to display current engine speed.
Posted at Sat Aug 21 14:43:24 2010 UTC (14 years, 7 months, 28 days, 22 hours, 34 minutes, and 2 seconds ago)Changed how the standings engine works slightly on the backend, to allow for more robustnessosity. Should have no visible effect on how things work right now.
Posted at Sat Aug 21 18:24:53 2010 UTC (14 years, 7 months, 28 days, 18 hours, 52 minutes, and 33 seconds ago)Fixed a bug with debris generation. Now sectors should ACTUALLY have varying amounts of debris depending on their security rating (and other factors)
Posted at Sat Aug 21 21:07:36 2010 UTC (14 years, 7 months, 28 days, 16 hours, 9 minutes, and 50 seconds ago)Fixed a bug where battlesuits did not always transfer successfully off of a space station with multiple docking bays.
Posted at Sat Aug 21 21:43:09 2010 UTC (14 years, 7 months, 28 days, 15 hours, 34 minutes, and 17 seconds ago)Changed the final prompt in the prompted profile system to make it more clear what we're after.
Posted at Sat Aug 21 22:00:18 2010 UTC (14 years, 7 months, 28 days, 15 hours, 17 minutes, and 8 seconds ago)Fixed an issue with RATS nest spawns and airforts.
Posted at Sun Aug 22 03:18:12 2010 UTC (14 years, 7 months, 28 days, 9 hours, 59 minutes, and 14 seconds ago)Changed how the damage meter in battlesuits looked, and additionally added a similar ENERGY meter!
Posted at Mon Aug 23 00:21:28 2010 UTC (14 years, 7 months, 27 days, 12 hours, 55 minutes, and 58 seconds ago)Attention players!
The battlesuits you know and love have changed!
Namely...
* AEU suits can take a bit more of a beating on average now, but have less energy on average.
* EAOS suits can take a lot more of a beating.
* Mutuality suits have more energy.
* Advanced suits have a bit more energy.
We're still looking at the balance of battlesuits, so if anything seems weird or unbalanced, fire off a report or two.
Posted at Mon Aug 23 00:48:25 2010 UTC (14 years, 7 months, 27 days, 12 hours, 29 minutes, and 1 second ago)Added a half-tier battlesuit for every alliance at 125 points. The suit at 125 points serves mainly as a gap-filler to allow suits to more naturally get into their 'niche,' as opposed to the larger upgrades later on.
Posted at Mon Aug 23 01:55:27 2010 UTC (14 years, 7 months, 27 days, 11 hours, 21 minutes, and 59 seconds ago)Added the ability to view the changelog from the Star Conquest web portal at http://squidsoft.net:7779/changelog/recent
Posted at Mon Aug 23 02:14:04 2010 UTC (14 years, 7 months, 27 days, 11 hours, 3 minutes, and 22 seconds ago)Added a count to the changelog page on the web portal, so you see something like "Minor Changes (38)".
Posted at Mon Aug 23 02:15:36 2010 UTC (14 years, 7 months, 27 days, 11 hours, 1 minute, and 50 seconds ago)Added CONQUEST OF THE STARS results to the Star Conquest Web Portal, at http://squidsoft.net:7779/conquest
Posted at Mon Aug 23 03:53:48 2010 UTC (14 years, 7 months, 27 days, 9 hours, 23 minutes, and 38 seconds ago)Added the 'Most Pilots Awake' tidbit to the bottom of the Active Pilots listing on the Star Conquest Web Portal, at http://squidsoft.net:7779/who
Posted at Mon Aug 23 04:00:20 2010 UTC (14 years, 7 months, 27 days, 9 hours, 17 minutes, and 6 seconds ago)Updated Alliance Information Assistants (and thus, the alliance report on the web portal) for the new space system.
Posted at Mon Aug 23 06:41:57 2010 UTC (14 years, 7 months, 27 days, 6 hours, 35 minutes, and 29 seconds ago)Fixed an issue where certain sectors would have nonsense like (Unclaimed [originally Unclaimed]) on the starmap
Posted at Mon Aug 23 19:07:06 2010 UTC (14 years, 7 months, 26 days, 18 hours, 10 minutes, and 20 seconds ago)Added some datamining stuff to battlesuits.
Posted at Mon Aug 23 20:47:56 2010 UTC (14 years, 7 months, 26 days, 16 hours, 29 minutes, and 30 seconds ago)Reduced the evasiveness of AEU and EAOS suits, since they can now take more of a beating on average.
Posted at Mon Aug 23 22:09:32 2010 UTC (14 years, 7 months, 26 days, 15 hours, 7 minutes, and 54 seconds ago)Changed the conquest formula slightly; smaller alliances that are performing exceptionally poorly will not get penalized further.
Posted at Tue Aug 24 02:49:35 2010 UTC (14 years, 7 months, 26 days, 10 hours, 27 minutes, and 51 seconds ago)Outsider Training Sectors no longer also spawn thralls. Whoops! Our bad, guys!
Posted at Tue Aug 24 18:49:01 2010 UTC (14 years, 7 months, 25 days, 18 hours, 28 minutes, and 25 seconds ago)Gave some lovin' to craftin' for newspacey stuff
Posted at Tue Aug 24 22:14:10 2010 UTC (14 years, 7 months, 25 days, 15 hours, 3 minutes, and 16 seconds ago)Garages made EASY! You may now freely attempt to board any ship present at a spaceport and if it's inside the garage, it will be MAGICALLY TRANSPORTED TO THE LANDING PAD and then you will seamlessly carry on with boarding it! This will only work with ships for which you have a key.
Posted at Tue Aug 24 23:47:35 2010 UTC (14 years, 7 months, 25 days, 13 hours, 29 minutes, and 51 seconds ago)The Ring Nebula no longer encompasses virtually all of uncharted space (newspace conversion issue).
Posted at Wed Aug 25 00:46:44 2010 UTC (14 years, 7 months, 25 days, 12 hours, 30 minutes, and 42 seconds ago)Slightly changed the engineering quest. Shouldn't change much. It's mostly for FACTIONS FACTIONS FACTIONS FACTIONS FACTIONS FACTIONS FACTIONS. (Factions)
Posted at Wed Aug 25 02:36:20 2010 UTC (14 years, 7 months, 25 days, 10 hours, 41 minutes, and 6 seconds ago)Updated current people with the completed engineering quest for FACTIONS FACTIONS FACTIONS FACTIONS FACTIONS FACTIONS.
Posted at Wed Aug 25 02:40:23 2010 UTC (14 years, 7 months, 25 days, 10 hours, 37 minutes, and 3 seconds ago)For further landing pad-related convenience, a spaceport will now provide ships with a full recharge upon boarding, without the need to transport it back and forth.
Posted at Wed Aug 25 02:46:48 2010 UTC (14 years, 7 months, 25 days, 10 hours, 30 minutes, and 38 seconds ago)Did this a while back but forgot to mention it: Crafted temp drives (all of them) are now BETTER THAN BOUGHT TEMP DRIVES!
Posted at Thu Aug 26 21:31:14 2010 UTC (14 years, 7 months, 23 days, 15 hours, 46 minutes, and 12 seconds ago)Crafted temp drives now show how many more jumps they can withstand!
Posted at Thu Aug 26 21:43:55 2010 UTC (14 years, 7 months, 23 days, 15 hours, 33 minutes, and 31 seconds ago)Certain NPCs (primarily mid-size NPCs but some others have been affected) will act a bit more intelligent when they go about their piloting shenanigans.
Posted at Fri Aug 27 01:41:24 2010 UTC (14 years, 7 months, 23 days, 11 hours, 36 minutes, and 2 seconds ago)Stars, being distant objects, will now appear on sector edges rather than floating in the middle of the sector which didn't make any sense.
Posted at Sat Aug 28 14:27:36 2010 UTC (14 years, 7 months, 21 days, 22 hours, 49 minutes, and 50 seconds ago)Planets have been given a large volume in space... it's a bit exaggerated even with the newspace numbers, but you can say it actually represents the planet's gravity well if you prefer.
In any event, this results in a visual change on the starmap. This also effectively puts your starship closer to the planet when you jump into its orbit, resulting in shorter trips.
I've preemptively fixed a lot of structural issues, which involved nudging some planets and stations one way or the other, but watch out for other destinations you can't get to (because they're inside a planet) or other autopilot difficulties, and let us know if you encounter any issues. Also, it's intended that neither manual control nor autopilot should let you inside the radius of a planet, so send a report if you notice this happening.
Enjoy!
P.S. The ORBIT command has been disabled for now, because it requires updating that I don't feel like doing just yet, and it doesn't do anything at the moment anyway.
Posted at Sat Aug 28 15:09:04 2010 UTC (14 years, 7 months, 21 days, 22 hours, 8 minutes, and 22 seconds ago)The wormhole drive was having trouble finding unoccupied coordinates with the new larger planets. The system is now allowed more attempts to find open coordinates, which should make this issue quite rare.
Posted at Sun Aug 29 20:03:39 2010 UTC (14 years, 7 months, 20 days, 17 hours, 13 minutes, and 47 seconds ago)HOLOVISION PROGRAMMING has resumed!
First, the technical changes:
- Holovision system recoded from scratch.
- Old holovids have been updated to NEW holovisions without any player action being necessary.
- Holovids already sold in stores have been updated.
- Holovids are now available along with apartment furniture when designing a new apartment.
And the more important aspects of this:
- The holovision system will be used to deliver background and historical information about the game, within the game. It's a bit sparse right now, but several new shows are in progress and we've got many more planned. This is done mostly through the HoloHistory channel.
- The system will ALSO be used to deliver ongoing narratives about current events, especially events that players actually participate in, but also events that occur "off-screen" that will drive the plot. We're hoping this will make the game's plot easier for everyone to follow and keep up with, and it'll also let us keep up a narrative between events with player participation. This is done mostly through the ISNN channel.
Posted at Tue Aug 31 00:05:45 2010 UTC (14 years, 7 months, 19 days, 13 hours, 11 minutes, and 41 seconds ago)- Added public holovids to pilot lounges FOR YOUR CONVENIENCE.
- Added the IGNORE command to holovids so you can avoid the spam of everyone else watching said holovid if you choose.
Posted at Tue Aug 31 00:17:01 2010 UTC (14 years, 7 months, 19 days, 13 hours, and 25 seconds ago)Echoes (that is, periodic flavor text) should no longer play in rooms with an activated holovid.
Posted at Tue Aug 31 01:25:45 2010 UTC (14 years, 7 months, 19 days, 11 hours, 51 minutes, and 41 seconds ago)Switching holovids on and off will now be a simple toggle using the TURN command. To switch the channel or use the holovid as you did before, use the USE command.
Posted at Tue Aug 31 12:38:05 2010 UTC (14 years, 7 months, 19 days, 39 minutes, and 21 seconds ago)Resolved an issue with the ignore function on holovids.
Posted at Tue Aug 31 19:57:43 2010 UTC (14 years, 7 months, 18 days, 17 hours, 19 minutes, and 43 seconds ago)Fixed an issue with held holovids being rather...excited.
Posted at Tue Aug 31 20:08:45 2010 UTC (14 years, 7 months, 18 days, 17 hours, 8 minutes, and 41 seconds ago)Added voting information to the connection report that you get a few seconds after you log in!
Posted at Wed Sep 1 03:45:03 2010 UTC (14 years, 7 months, 18 days, 9 hours, 32 minutes, and 23 seconds ago)Fixed a bug in stun weapons, though it might need some balancing.
Posted at Wed Sep 1 05:02:44 2010 UTC (14 years, 7 months, 18 days, 8 hours, 14 minutes, and 42 seconds ago)Retouched the help system a bit.
- Typing HELP by itself now lists a handful of help categories instead of a crapload of individual topics. (Unless you're a newbie, in which case the NEW TO THE GAME help file is shown.)
- HELP INDEX will also now list the categories instead of topics.
- Typing HELP followed by a category name will list specific topics within that category.
- HELP ALL will list all individual topics as before.
Posted at Wed Sep 1 14:00:58 2010 UTC (14 years, 7 months, 17 days, 23 hours, 16 minutes, and 28 seconds ago)Updated the web portal help page to use the new categories.
Posted at Wed Sep 1 15:08:34 2010 UTC (14 years, 7 months, 17 days, 22 hours, 8 minutes, and 52 seconds ago)Some changes to how some character information is displayed, just to make things more accessible.
- The POINTS command has been added. It will display your point totals whenever you are in communication range.
- Portable point units have been removed from stores and from your character. You've been reimbursed for its cost.
- Slightly tweaked the formatting of the CASH command.
- Added a SCORE command that displays points and credits together.
Posted at Wed Sep 1 18:44:09 2010 UTC (14 years, 7 months, 17 days, 18 hours, 33 minutes, and 17 seconds ago)Fixed an issue with the minimap spontaneously eating certain room descriptions.
Posted at Thu Sep 2 16:59:05 2010 UTC (14 years, 7 months, 16 days, 20 hours, 18 minutes, and 21 seconds ago)Fixed a bug that made seeing the minimap a bit erratic in ground missions.
Posted at Thu Sep 2 17:07:18 2010 UTC (14 years, 7 months, 16 days, 20 hours, 10 minutes, and 8 seconds ago)Fixed an issue where minimaps could potentially display multiple times in a starship room.
Posted at Thu Sep 2 17:10:16 2010 UTC (14 years, 7 months, 16 days, 20 hours, 7 minutes, and 10 seconds ago)Added damage and energy displays to the minimap while you are in a battlesuit.
Posted at Thu Sep 2 21:29:10 2010 UTC (14 years, 7 months, 16 days, 15 hours, 48 minutes, and 16 seconds ago)Slightly extended the damage/energy displays for both the minimap and the damage/energy commands.
Posted at Thu Sep 2 21:47:19 2010 UTC (14 years, 7 months, 16 days, 15 hours, 30 minutes, and 7 seconds ago)Fixed a bug that allowed helpful sector matching to list lots of sectors whether they're supposed to be known or not!
Posted at Fri Sep 3 02:15:42 2010 UTC (14 years, 7 months, 16 days, 11 hours, 1 minute, and 44 seconds ago)Battlesuit refurbishments (from battlesuit stores) now also fully repair your battlesuits. And you can get them if your battlesuit is merely damaged, instead of only when they're completely destroyed.
Posted at Sat Sep 4 05:09:44 2010 UTC (14 years, 7 months, 15 days, 8 hours, 7 minutes, and 42 seconds ago)A few mining changes!
- Carrier drones will no longer attempt to load balance very small amounts of ore.
- You will be informed when all ore has been processed, similar to how you are informed when all ore has been mined.
- Poachers will no longer appear once the site has reached this "finished" state, since this was exploitable for greater profit. I'm afraid to look into how many people might've been doing this.
Posted at Sat Sep 4 14:44:56 2010 UTC (14 years, 7 months, 14 days, 22 hours, 32 minutes, and 30 seconds ago)Adding in LANGUAGES! You can speak different languages now! Most people probably only speak Esperanto so this is kind of a moot addition! WOO
Posted at Sat Sep 4 20:37:14 2010 UTC (14 years, 7 months, 14 days, 16 hours, 40 minutes, and 12 seconds ago)Speaking in battlesuits should use the language system properly now.
Posted at Sat Sep 4 20:59:50 2010 UTC (14 years, 7 months, 14 days, 16 hours, 17 minutes, and 36 seconds ago)Fixed an issue with battlesuit refurbishment from the store.
Posted at Sun Sep 5 01:58:16 2010 UTC (14 years, 7 months, 14 days, 11 hours, 19 minutes, and 10 seconds ago)Added a Mud List Voting help file to consolidate mud listing and voting information.
Posted at Sun Sep 5 13:48:39 2010 UTC (14 years, 7 months, 13 days, 23 hours, 28 minutes, and 47 seconds ago)Added to the cadet orientation officer dialogue, allowing them to lead new players straight to the ship store or battlesuit outfitter. Correspondingly, added orientation assistants in these places to lead new players back to the office.
Posted at Sun Sep 5 16:02:37 2010 UTC (14 years, 7 months, 13 days, 21 hours, 14 minutes, and 49 seconds ago)Also had the cadet orientation officer clarify that outfitting a battlesuit requires a crapload of money for a newbie.
Posted at Sun Sep 5 16:08:19 2010 UTC (14 years, 7 months, 13 days, 21 hours, 9 minutes, and 7 seconds ago)Space markets expanded!
It's now much easier to sell copyable media, which includes books, film discs, and photos. New facilities have appeared on all space markets which allow you to sell these things indefinitely for as long as people wish to buy them.
- For the buyer, these work like any other store. Type MENU and then BUY #.
- For the seller, first hold the item you wish to sell in your hand, then type SELL. The item will be placed on the market, ready to distribute copies forever. If it's a new version of the same title, the listing will be updated automatically. After some items have sold, type COLLECT to have the profits transferred to you.
Posted at Sun Sep 5 21:49:20 2010 UTC (14 years, 7 months, 13 days, 15 hours, 28 minutes, and 6 seconds ago)Fixed an issue where some photographs would not copy properly.
Posted at Mon Sep 6 00:57:56 2010 UTC (14 years, 7 months, 13 days, 12 hours, 19 minutes, and 30 seconds ago)Space market extensions: Added the DELETE command to remove items you have listed. Seemed like a good idea.
Posted at Mon Sep 6 01:13:28 2010 UTC (14 years, 7 months, 13 days, 12 hours, 3 minutes, and 58 seconds ago)Added some blank lines to the market menu so it's easier to take in. Exciting changes abound!
Posted at Mon Sep 6 01:16:06 2010 UTC (14 years, 7 months, 13 days, 12 hours, 1 minute, and 20 seconds ago)Fixed an issue where a battlesuit sometimes retained equipped weapons for which it no longer had the proper module installed.
Posted at Mon Sep 6 01:22:45 2010 UTC (14 years, 7 months, 13 days, 11 hours, 54 minutes, and 41 seconds ago)Added a thing for hosts that doesn't matter to you at all.
Posted at Mon Sep 6 02:18:05 2010 UTC (14 years, 7 months, 13 days, 10 hours, 59 minutes, and 21 seconds ago)The concussion filter should no longer apply to OOC text.
Posted at Mon Sep 6 06:41:14 2010 UTC (14 years, 7 months, 13 days, 6 hours, 36 minutes, and 12 seconds ago)Fixed text on the cadet orientation assistant description.
Posted at Mon Sep 6 13:23:12 2010 UTC (14 years, 7 months, 12 days, 23 hours, 54 minutes, and 14 seconds ago)Added a new points category that will go unused for a while so that there are fewer things I have to change later.
Posted at Mon Sep 6 14:33:25 2010 UTC (14 years, 7 months, 12 days, 22 hours, 44 minutes, and 1 second ago)Skimming might be slightly faster now.
Posted at Tue Sep 7 01:32:40 2010 UTC (14 years, 7 months, 12 days, 11 hours, 44 minutes, and 46 seconds ago)Fixed a few more code issues with skims. In short, they should be less buggy, more easily debugged, and generally about as fast as they used to be.
Posted at Tue Sep 7 01:52:25 2010 UTC (14 years, 7 months, 12 days, 11 hours, 25 minutes, and 1 second ago)Fixed a bug in the mileage display.
Posted at Tue Sep 7 02:38:24 2010 UTC (14 years, 7 months, 12 days, 10 hours, 39 minutes, and 2 seconds ago)Disarming kicks should work again! YES
Posted at Tue Sep 7 03:11:32 2010 UTC (14 years, 7 months, 12 days, 10 hours, 5 minutes, and 54 seconds ago)Some more ground combat balance changes...
* Gravitic weapon damage increased slightly.
* Gravitic weapon accuracy decreased.
* Chaingun weapon damage increased.
* Laser weapon accuracy increased.
Some more changes are possibly on the horizon.
Posted at Tue Sep 7 16:53:19 2010 UTC (14 years, 7 months, 11 days, 20 hours, 24 minutes, and 7 seconds ago)This mainly affects RATS suits, but suits that don't start at 0 points for their tier-1 suits are now treated more normally with respect to their primary weapons modules. (like lasers, chainguns, and so on)
Posted at Wed Sep 8 02:15:10 2010 UTC (14 years, 7 months, 11 days, 11 hours, 2 minutes, and 16 seconds ago)Fixed a bug in determining the seller's return in the copyable media stores.
Posted at Thu Sep 9 01:43:13 2010 UTC (14 years, 7 months, 10 days, 11 hours, 34 minutes, and 13 seconds ago)Replaced the 'referrer' portion of character generation with a wider-ranging question about where the new player learned of Star Conquest.
Posted at Thu Sep 9 03:16:18 2010 UTC (14 years, 7 months, 10 days, 10 hours, 1 minute, and 8 seconds ago)Added our errant profile samples into the help system. They can be found under HELP ADEQUATE PROFILE SAMPLE and HELP GOOD PROFILE SAMPLE.
Posted at Thu Sep 9 23:20:26 2010 UTC (14 years, 7 months, 9 days, 13 hours, and 57 minutes ago)Navies should now land properly on planets after being deployed.
Posted at Fri Sep 10 06:37:19 2010 UTC (14 years, 7 months, 9 days, 6 hours, 40 minutes, and 7 seconds ago)Upgrade shops (like the Secred Underground Resistance Supply shop) and normal stores (like most stores in the game) should now respond properly to the POINTS command.
Posted at Sat Sep 11 00:07:26 2010 UTC (14 years, 7 months, 8 days, 13 hours, and 10 minutes ago)Storebought items should no longer ever be locked and ending up stuck in your backpack forever or whatever.
Posted at Sat Sep 11 00:54:12 2010 UTC (14 years, 7 months, 8 days, 12 hours, 23 minutes, and 14 seconds ago)Mail, courier, and passenger deliveries will no longer be assigned for locked-down spaceports.
Posted at Sat Sep 11 13:12:01 2010 UTC (14 years, 7 months, 8 days, 5 minutes, and 25 seconds ago)The ISNN holovid channel will now always start by playing the most recent update, then the next most recent update, and so on in order up to two weeks back.
Posted at Sat Sep 11 16:19:38 2010 UTC (14 years, 7 months, 7 days, 20 hours, 57 minutes, and 48 seconds ago)Added the Starship Basics help file to distill the most common ship commands into a simpler reference.
Posted at Sat Sep 11 19:21:26 2010 UTC (14 years, 7 months, 7 days, 17 hours, and 56 minutes ago)Added a THEME help file, because new players keep looking for it to no effect.
Posted at Sun Sep 12 05:06:20 2010 UTC (14 years, 7 months, 7 days, 8 hours, 11 minutes, and 6 seconds ago)Fixed a bug that cropped up with ground mission goal objects.
Posted at Sun Sep 12 16:14:14 2010 UTC (14 years, 7 months, 6 days, 21 hours, 3 minutes, and 12 seconds ago)You can now use commas when giving credits to others. Hooray!
Posted at Sun Sep 12 20:40:31 2010 UTC (14 years, 7 months, 6 days, 16 hours, 36 minutes, and 55 seconds ago)Fixed an issue with the POINTS command not entirely reflecting a character's special points. Woo.
Posted at Sun Sep 12 21:27:00 2010 UTC (14 years, 7 months, 6 days, 15 hours, 50 minutes, and 26 seconds ago)Replaced the recent events webpage with a listing of ISNN broadcasts, since it's basically the same information, except only one of them was ever updated! http://squidsoft.net:7779/events/recent
Posted at Sun Sep 12 21:45:47 2010 UTC (14 years, 7 months, 6 days, 15 hours, 31 minutes, and 39 seconds ago)Changed currency conversion via ATMs to use fewer menus and hopefully be more intuitive. Report any issues!
Posted at Sun Sep 12 23:44:55 2010 UTC (14 years, 7 months, 6 days, 13 hours, 32 minutes, and 31 seconds ago)Made the NEWS command in ships menu-based for less WALL OF TEXT.
Posted at Mon Sep 13 00:13:17 2010 UTC (14 years, 7 months, 6 days, 13 hours, 4 minutes, and 9 seconds ago)Fixed an exploit and a smaller minor issue in the new ATM cash converter.
Posted at Mon Sep 13 06:09:54 2010 UTC (14 years, 7 months, 6 days, 7 hours, 7 minutes, and 32 seconds ago)Tagging now only works in Gamma-4 or higher security space.
Posted at Mon Sep 13 20:11:12 2010 UTC (14 years, 7 months, 5 days, 17 hours, 6 minutes, and 14 seconds ago)Added illegal starship modifications. Currently, players can't get any of these, but if your ship happens to have one, you can be tagged for it by any upstart bounty hunter in places where it's illegal.
Posted at Mon Sep 13 20:18:40 2010 UTC (14 years, 7 months, 5 days, 16 hours, 58 minutes, and 46 seconds ago)Added space markets to the coordinate rundown, because they weren't there before. Whoops!
Posted at Mon Sep 13 20:42:26 2010 UTC (14 years, 7 months, 5 days, 16 hours, and 35 minutes ago)Beware! Ships that are carrying contraband or are illegally modified are no longer a protected species.
Posted at Mon Sep 13 20:57:07 2010 UTC (14 years, 7 months, 5 days, 16 hours, 20 minutes, and 19 seconds ago)Fixed some miscellaneous organization-related bugs.
Posted at Tue Sep 14 18:49:05 2010 UTC (14 years, 7 months, 4 days, 18 hours, 28 minutes, and 21 seconds ago)Added Space Geography, Options, and Color help files, after seeing people search for these things in the help system to no avail.
Posted at Tue Sep 14 21:59:34 2010 UTC (14 years, 7 months, 4 days, 15 hours, 17 minutes, and 52 seconds ago)Blacklisted couriers can now deliver to places that hate them. Without exploding. Hopefully. Give it a shot!
Posted at Tue Sep 14 23:12:26 2010 UTC (14 years, 7 months, 4 days, 14 hours, and 5 minutes ago)Changed how ship names are displayed in large portions of the code, in preparation for factions/deltaspace. For right now, there's little visible difference, however.
Posted at Wed Sep 15 02:29:46 2010 UTC (14 years, 7 months, 4 days, 10 hours, 47 minutes, and 40 seconds ago)Asteroid mining site virtual rooms now tell you how many units of metal and ore are at a particular set of coordinates.
Posted at Wed Sep 15 20:06:19 2010 UTC (14 years, 7 months, 3 days, 17 hours, 11 minutes, and 7 seconds ago)Mentors will now be notified when their proteges enter and exit the tutorial.
Posted at Wed Sep 15 20:14:01 2010 UTC (14 years, 7 months, 3 days, 17 hours, 3 minutes, and 25 seconds ago)Created Groups help file.
Posted at Wed Sep 15 20:28:00 2010 UTC (14 years, 7 months, 3 days, 16 hours, 49 minutes, and 26 seconds ago)Made the situations required for RATS spawning a bit more lenient in beaconed sectors.
Posted at Wed Sep 15 21:30:21 2010 UTC (14 years, 7 months, 3 days, 15 hours, 47 minutes, and 5 seconds ago)Reduced the fine for claiming a ship as lost.
Posted at Thu Sep 16 06:06:09 2010 UTC (14 years, 7 months, 3 days, 7 hours, 11 minutes, and 17 seconds ago)Requesting a ship from a courier company will now pay attention to the smart key placement general option.
Posted at Thu Sep 16 23:07:33 2010 UTC (14 years, 7 months, 2 days, 14 hours, 9 minutes, and 53 seconds ago)Fixed an issue with certain ship keys not propertly recycling.
Posted at Thu Sep 16 23:15:35 2010 UTC (14 years, 7 months, 2 days, 14 hours, 1 minute, and 51 seconds ago)Fixed an issue where certain admins can't type well.
Posted at Thu Sep 16 23:15:49 2010 UTC (14 years, 7 months, 2 days, 14 hours, 1 minute, and 37 seconds ago)Fixed an issue with Mutuality stations and courier ships.
Posted at Fri Sep 17 00:52:42 2010 UTC (14 years, 7 months, 2 days, 12 hours, 24 minutes, and 44 seconds ago)Fixed an issue with ships carrying illegal goods and their related lack of protection.
Posted at Fri Sep 17 01:02:10 2010 UTC (14 years, 7 months, 2 days, 12 hours, 15 minutes, and 16 seconds ago)Updated the Bounty Hunting helpfile to mention illegal starship modifications and that the navy doesn't protect you if the good is illegal in their space.
Posted at Fri Sep 17 01:15:34 2010 UTC (14 years, 7 months, 2 days, 12 hours, 1 minute, and 52 seconds ago)Removed seatbelts from the illegal mod list since it's just become a source of trolling. Might be revisited sometime, but only alongside a way to remove them.
Posted at Fri Sep 17 19:13:07 2010 UTC (14 years, 7 months, 1 day, 18 hours, 4 minutes, and 19 seconds ago)Added the Messages to the Staff channel. MTTS ON/OFF/
Introducing MAILING LISTS!
We have two mailing lists at the moment, and probably two forever.
- General: This will be to announce major huge game changes, mainly. It's opt-out because we're a bunch of jerks. But the real reason is, I plan to use this to notify inactive players once in a great while of what's new in the game and see if they come back. Active players will probably never see anything from this mailing list, unless something incredibly important happens that we can't announce in the game for some reason, but I'm not sure what that would be.
- Events: This will see a lot more use, so it is opt-in. Upon the first announcement of an event, the text of the announcement will be sent to your account's registered email address.
Type SUBSCRIPTIONS (or SUBS) to manage your mailing lists.
Posted at Fri Sep 17 21:00:43 2010 UTC (14 years, 7 months, 1 day, 16 hours, 16 minutes, and 43 seconds ago)Added a thing to periodically remind people about upcoming events that I hope works like it is meant to. It should not bother you during space combat or ground combat.
Posted at Fri Sep 17 22:34:22 2010 UTC (14 years, 7 months, 1 day, 14 hours, 43 minutes, and 4 seconds ago)Changed the event reminders on the web portal and on the login report to use the new system.
Posted at Fri Sep 17 23:10:25 2010 UTC (14 years, 7 months, 1 day, 14 hours, 7 minutes, and 1 second ago)Revamped the hell out of the battlesuit store.
- Optimized some code and made the store menu literally a hundred times faster.
- Separated the menu into sections for less incredible spam. You can get to each section with the MENU command, or type BATTLESUITS/MODULES/WEAPONS/ABILITIES/ARMOR directly to just work with one part at a time.
- The MENU command will show you how many new items you have in each category initially. The "new" notification will disappear when you buy something or when you leave the outfitter.
- Added the INFO command to show your suit's status without the menu.
- Info now displays damage information for currently equipped weapons for comparison purposes.
- Added point requirements in various places, mostly to help players tell which suits are better.
Everything should work pretty much the same otherwise. Send a report if you notice any issues.
Posted at Sat Sep 18 16:12:23 2010 UTC (14 years, 7 months, 21 hours, 5 minutes, and 3 seconds ago)Added some functionality to orgs that used to exist in SC Classic's company system, plus some other things!
- Added an ORG command to check org info and the status of pending actions from anywhere in communication range.
- Added notification of pending org actions to the login report.
- Orgs can now set an official stated purpose and a slogan.
- Orgs can toggle public status to determine whether non-members can list them and see (non-sensitive) information about them.
- Orgs can also toggle recruitment status. When activated, other players are able to apply to your organization.
- Added a SEARCH command to org rooms to allow players in an org to list other orgs. For orgless players, the MENU command also does this.
It's awkward to test org things as a host, so out of sheer laziness I did not do so. So have fun with that!
Functionality will be added to how orgs handle starship assets in the very near future as well.
Posted at Mon Sep 20 02:49:55 2010 UTC (14 years, 6 months, 30 days, 10 hours, 27 minutes, and 31 seconds ago)As promised!
- Starships belonging to your org should now count as 'yours' for the most part, except that you must still be a trustee to upgrade its components.
- You can transfer an existing starship to your org. You must be a trustee, you must be holding the title, and both you and the org must fulfill the ship's point requirements.
- Trustees can generate a key for any org-owned ship through the org room menu at any time.
Posted at Mon Sep 20 14:56:16 2010 UTC (14 years, 6 months, 29 days, 22 hours, 21 minutes, and 10 seconds ago)The DOCK/UNDOCK commands on landing pads should now grant permission to keyholders in addition to owners.
Posted at Mon Sep 20 15:03:30 2010 UTC (14 years, 6 months, 29 days, 22 hours, 13 minutes, and 56 seconds ago)Fixed a bug where org key creation played no message when successful.
Posted at Wed Sep 22 02:16:07 2010 UTC (14 years, 6 months, 28 days, 11 hours, 1 minute, and 19 seconds ago)Removed the bonus to combat energy grid added to larger ships as a test run. We'd like feedback on this change on OOC/MTTS or the MTTS channel.
Posted at Thu Sep 23 02:52:52 2010 UTC (14 years, 6 months, 27 days, 10 hours, 24 minutes, and 34 seconds ago)Improved matching in certain instances to better detect when you're trying to use an object's exact name.
Posted at Sat Sep 25 14:20:12 2010 UTC (14 years, 6 months, 24 days, 22 hours, 57 minutes, and 14 seconds ago)After having thought long and hard about a suitable activity to replace salvaging, I finally arrived at an answer: MORE SALVAGING!
But seriously. I'll keep prioritizing new industry activities, which are by far the most-wanted thing on the recent survey, but in the meantime, salvaging is less completely mind-breaking and less of a grind now.
Anyway, onto the actual changes.
- Debris chunks now appear in debris sectors.
- Your ship now has an array of crappy stock salvaging equipment, as will all new ships from now on.
- Salvage equipment stores added to all capital spaceports.
- Salvaging help file updated.
Have at it!
Posted at Sun Sep 26 17:16:25 2010 UTC (14 years, 6 months, 23 days, 20 hours, 1 minute, and 1 second ago)Added salvaging equipment to the engineering room STATUS display. Also made it a little prettier while I was in there.
Posted at Sun Sep 26 18:23:37 2010 UTC (14 years, 6 months, 23 days, 18 hours, 53 minutes, and 49 seconds ago)Added value of installed salvage equipment to ship worth.
Took point requirements of installed salvage equipment into account under the INFO command.
Posted at Sun Sep 26 18:42:12 2010 UTC (14 years, 6 months, 23 days, 18 hours, 35 minutes, and 14 seconds ago)Fixed a bug with the salvaging minigame's hints and improved some of the hinting.
Posted at Sun Sep 26 19:26:37 2010 UTC (14 years, 6 months, 23 days, 17 hours, 50 minutes, and 49 seconds ago)Continuing to tweak debris chunk points as we see people do things!
Posted at Thu Sep 30 03:15:41 2010 UTC (14 years, 6 months, 20 days, 10 hours, 1 minute, and 45 seconds ago)Added a housekeeping task to despawn RATS that should've despawned already but for some reason did not.
Posted at Fri Oct 1 02:44:36 2010 UTC (14 years, 6 months, 19 days, 10 hours, 32 minutes, and 50 seconds ago)Belt management stations now have the option of automatically filling in their own shifts without ridiculous nested menus. Note that your employees will be owed a greater salary if they are managing themselves, and they will also not arrange their shifts quite as efficiently as you can yourself.
Posted at Fri Oct 1 15:51:06 2010 UTC (14 years, 6 months, 18 days, 21 hours, 26 minutes, and 20 seconds ago)Added gamma security sectors to EXACTLY ONE SECTOR CLUSTER. This will see some fleshing out and further expansion in the next few days.
Posted at Sun Oct 3 00:03:33 2010 UTC (14 years, 6 months, 17 days, 13 hours, 13 minutes, and 53 seconds ago)Made some changes serverside in the hopes of improving connectivity!
Posted at Tue Oct 5 23:26:23 2010 UTC (14 years, 6 months, 14 days, 13 hours, 51 minutes, and 3 seconds ago)Tweaked a few numbers related to RATS spawning that haven't really been looked at since the space system changeover or the debris change. RATS should now spawn more like you would expect.
Posted at Sun Oct 10 19:49:39 2010 UTC (14 years, 6 months, 9 days, 17 hours, 27 minutes, and 47 seconds ago)Added a password reset thing at http://moo.squidsoft.net:3333/forgotpassword
Posted at Thu Oct 14 17:15:06 2010 UTC (14 years, 6 months, 5 days, 20 hours, 2 minutes, and 20 seconds ago)There's now a new general option! Now if you're sure you know your pants go on your legs, you can turn that bit of text off for a more minimalist inventory.
Posted at Sat Nov 13 05:16:45 2010 UTC (14 years, 5 months, 6 days, 8 hours, and 41 seconds ago)NEWS in ship control rooms now displays the last 10 headlines instead of just 5.
Posted at Wed Nov 17 03:21:36 2010 UTC (14 years, 5 months, 2 days, 9 hours, 55 minutes, and 50 seconds ago)Asteroids no longer get stuck when attempting to haul them to certain places! Now get out there and ride those rocks. Yeee-haw!
Posted at Thu Nov 18 23:56:05 2010 UTC (14 years, 5 months, 13 hours, 21 minutes, and 21 seconds ago)Fixed an issue with NPC AI.
Posted at Sat Nov 20 01:28:41 2010 UTC (14 years, 4 months, 30 days, 11 hours, 48 minutes, and 45 seconds ago)Added alternate manual control scheme for people without numpads!
The alternate keys are:
Q W E
A S D
Z X C
Q = northwest
W = north
E = northeast
A = west
S = no movement
D = east
Z = southwest
X = south
C = southeast
Like the numpad, the keys are laid out according to how your ship will move when you press them.
In addition:
R = up
F = down
You can toggle this on by typing OPTIONS, choosing the GENERAL category, and then picking the "Use Alternate Manual Control" option. Then, when you're in a ship on manual control, the above keys will work. If the ship isn't on manual control, any of the above keys which are also commands (like the compass directions) will work as before.
Posted at Sat Nov 20 16:44:48 2010 UTC (14 years, 4 months, 29 days, 20 hours, 32 minutes, and 38 seconds ago)Made some minor changes to several Electronics recipes in order for FUTURE RECIPES! STAY TUNED
Posted at Sun Nov 21 08:22:08 2010 UTC (14 years, 4 months, 29 days, 4 hours, 55 minutes, and 18 seconds ago)A couple changes to make the navy less ornery:
- Sector defenses will not fire upon any human vessel while a threat to humanity (Outsiders, IFS, etc.) is present.
- Navy ships will be more forgiving of being fired at by other human ships, presuming it to be accidental, while a greater threat is present.
Posted at Sun Nov 21 18:43:40 2010 UTC (14 years, 4 months, 28 days, 18 hours, 33 minutes, and 46 seconds ago)Fixed an issue with the interdictor launcher recipe, because it made normal temp structure launchers. Whoops!
Posted at Tue Nov 23 04:27:09 2010 UTC (14 years, 4 months, 27 days, 8 hours, 50 minutes, and 17 seconds ago)Interdictor launchers now go down with the ship. PLAYER ECONOMY.
Posted at Tue Nov 23 04:33:59 2010 UTC (14 years, 4 months, 27 days, 8 hours, 43 minutes, and 27 seconds ago)Bounty hunting should be working again. Watch your backs and your neighbor's cargo holds!
Posted at Fri Nov 26 18:40:04 2010 UTC (14 years, 4 months, 23 days, 18 hours, 37 minutes, and 22 seconds ago)Being ejected into space from the docks now ejects you into the right bit of vacuum. Rejoice!
Posted at Mon Nov 29 05:17:11 2010 UTC (14 years, 4 months, 21 days, 8 hours, and 15 seconds ago)!!! COMBAT CHANGE !!!
Extreme burst damage will now break only one failsafe instead of 3 or more. This is done in order to make fights more 'epic' and mitigate the disparity beweween large ships and small ships somewhat.
Posted at Tue Nov 30 03:13:11 2010 UTC (14 years, 4 months, 20 days, 10 hours, 4 minutes, and 15 seconds ago)Fixed a bug where an infected ship's escape pod wouldn't work properly!
Posted at Fri Dec 3 04:52:13 2010 UTC (14 years, 4 months, 17 days, 8 hours, 25 minutes, and 13 seconds ago)Bari mold will damage hull slightly less often now.
Posted at Fri Dec 3 05:35:07 2010 UTC (14 years, 4 months, 17 days, 7 hours, 42 minutes, and 19 seconds ago)Fixed Bari spreader pods. Now they'll work properly! Yay!
Posted at Fri Dec 3 11:47:13 2010 UTC (14 years, 4 months, 17 days, 1 hour, 30 minutes, and 13 seconds ago)Changed Bari movement habits on a ship somewhat.
Posted at Fri Dec 3 14:49:09 2010 UTC (14 years, 4 months, 16 days, 22 hours, 28 minutes, and 17 seconds ago)Altered Bari Spreader behaviour.
Posted at Fri Dec 3 16:15:27 2010 UTC (14 years, 4 months, 16 days, 21 hours, 1 minute, and 59 seconds ago)Fixed a long-standing bug with battlesuits and looting restrictions and the reporting of when the timer goes away.
Posted at Sun Dec 5 04:15:57 2010 UTC (14 years, 4 months, 15 days, 9 hours, 1 minute, and 29 seconds ago)As you might've already just noticed, felo too young to mate will be referred to as kittens! Also, they should be a bit smarter about finding food, in that once they're hungry enough, they'll attempt to return to where they last ate rather than foraging randomly.
Posted at Sun Dec 5 22:21:47 2010 UTC (14 years, 4 months, 14 days, 14 hours, 55 minutes, and 39 seconds ago)In the spirit of the "kitten" thing, we've added more conditional indicators in felo names. Also did a SECRET SURPRISE CHANGE.
Posted at Mon Dec 6 01:42:09 2010 UTC (14 years, 4 months, 14 days, 11 hours, 35 minutes, and 17 seconds ago)Felo don't go in sacks. Fixed.
Posted at Mon Dec 6 05:57:14 2010 UTC (14 years, 4 months, 14 days, 7 hours, 20 minutes, and 12 seconds ago)Sleeping felo will no longer sleep-munch on bari.
Posted at Mon Dec 6 07:26:38 2010 UTC (14 years, 4 months, 14 days, 5 hours, 50 minutes, and 48 seconds ago)Felo now do cute things in their sleep. Yay!
Posted at Mon Dec 6 15:11:35 2010 UTC (14 years, 4 months, 13 days, 22 hours, 5 minutes, and 51 seconds ago)Ships owned by cadets will magically no longer take damage from bari mold, nor will they grow bari warriors or queens.
Posted at Mon Dec 6 22:09:52 2010 UTC (14 years, 4 months, 13 days, 15 hours, 7 minutes, and 34 seconds ago)To close a potential loophole, felo will no longer draw sustenance from attacking bari on cadet ships.
Posted at Mon Dec 6 22:17:03 2010 UTC (14 years, 4 months, 13 days, 15 hours, and 23 seconds ago)Felo nests will now show whether anything is growing in them when you look at them.
Posted at Mon Dec 6 22:52:40 2010 UTC (14 years, 4 months, 13 days, 14 hours, 24 minutes, and 46 seconds ago)Good news! An industrious entrepeneur spotted a new market, and promptly began churning out all new LOW-GRADE DRY FELO CHOW! Lacking convenient nutrigel dispensers? Try all new LOW-GRADE DRY FELO CHOW today! (Warning: Not guaranteed to not reduce the lifespan of your pet.)
Posted at Mon Dec 6 23:32:30 2010 UTC (14 years, 4 months, 13 days, 13 hours, 44 minutes, and 56 seconds ago)Fixed a bug/exploit where players could over-nest ships.
Posted at Tue Dec 7 05:57:06 2010 UTC (14 years, 4 months, 13 days, 7 hours, 20 minutes, and 20 seconds ago)Fixed a bug in felo genetic inheritance.
Posted at Tue Dec 7 06:42:57 2010 UTC (14 years, 4 months, 13 days, 6 hours, 34 minutes, and 29 seconds ago)Fixed a bug with felo not getting nutrients from bari.
Posted at Tue Dec 7 07:39:18 2010 UTC (14 years, 4 months, 13 days, 5 hours, 38 minutes, and 8 seconds ago)Felo chow now has more different effects with certain felo.
Posted at Tue Dec 7 10:21:25 2010 UTC (14 years, 4 months, 13 days, 2 hours, 56 minutes, and 1 second ago)Changed felo asexual reproduction somewhat! Hooray!
Posted at Tue Dec 7 17:09:18 2010 UTC (14 years, 4 months, 12 days, 20 hours, 8 minutes, and 8 seconds ago)Felo nests can now have 'litters' from a single reproduction. Note: Felo are still produced one-at-a-time.
Posted at Tue Dec 7 17:28:15 2010 UTC (14 years, 4 months, 12 days, 19 hours, 49 minutes, and 11 seconds ago)Felo chow bags and bowls (renamed feeding troughs!) are now much larger for reduced micromanagement (and reduced felo death while you're asleep). The small sizes are available separately in the same shop if anyone is interested for whatever reason.
Posted at Tue Dec 7 22:56:12 2010 UTC (14 years, 4 months, 12 days, 14 hours, 21 minutes, and 14 seconds ago)Fixed a display bug with felo nests.
Posted at Wed Dec 8 22:09:01 2010 UTC (14 years, 4 months, 11 days, 15 hours, 8 minutes, and 25 seconds ago)Fixed an issue where felo being held by a person would occasionally vanish suddenly and without a trace as though they had spoken out against the Premier in Soviet Russia.
Posted at Thu Dec 9 00:42:48 2010 UTC (14 years, 4 months, 11 days, 12 hours, 34 minutes, and 38 seconds ago)Modified Bari Spreader behaviour. Again.
Posted at Thu Dec 9 11:09:47 2010 UTC (14 years, 4 months, 11 days, 2 hours, 7 minutes, and 39 seconds ago)Felo genetic mutations are somewhat more rare now.
Posted at Fri Dec 10 18:43:37 2010 UTC (14 years, 4 months, 9 days, 18 hours, 33 minutes, and 49 seconds ago)Fixed a bug in Ye Olde Custome Rolleraketery Shoppe.
Posted at Fri Dec 10 19:10:43 2010 UTC (14 years, 4 months, 9 days, 18 hours, 6 minutes, and 43 seconds ago)And now, two completely unrelated changes!
- A certain breed of felo has been renamed to something else.
- The who list now displays tags for mentors.
Posted at Fri Dec 10 23:39:14 2010 UTC (14 years, 4 months, 9 days, 13 hours, 38 minutes, and 12 seconds ago)Blown up ships are mildly unlikely now to end up on an escape pod to Mir.
Posted at Sat Dec 11 18:43:04 2010 UTC (14 years, 4 months, 8 days, 18 hours, 34 minutes, and 22 seconds ago)Felo should now be smarter about finding food. In particular they will now note the location of food even when they're not hungry so that they can find it later.
Posted at Sat Dec 11 20:00:42 2010 UTC (14 years, 4 months, 8 days, 17 hours, 16 minutes, and 44 seconds ago)- Felo nutrigel dispensers now run out of nutrigel.
- Felo nutrigel dispensers now show how 'full' they are in their descriptions.
Posted at Sun Dec 12 13:18:29 2010 UTC (14 years, 4 months, 7 days, 23 hours, 58 minutes, and 57 seconds ago)Modified the behaviour of a 'certain kind' of felo.
Posted at Sun Dec 12 14:40:34 2010 UTC (14 years, 4 months, 7 days, 22 hours, 36 minutes, and 52 seconds ago)Made felo wander around more when starving, hopefully finding new sources of food faster.
Posted at Sun Dec 12 22:14:52 2010 UTC (14 years, 4 months, 7 days, 15 hours, 2 minutes, and 34 seconds ago)After observing the state of the organization system since it was implemented, we've decided that the government shall match any point contribution made to an organization. In other words, whatever points you contribute will be doubled when added to the organization's totals. Also, all organization points have seen a one-time doubling this morning. Hopefully this will make it more practical to attain worthwhile ships for your organization.
Posted at Mon Dec 13 14:00:10 2010 UTC (14 years, 4 months, 6 days, 23 hours, 17 minutes, and 16 seconds ago)It will require some testing, but I may possibly have made it so that you can use a battlesuit outfitter's SWITCH command as long as your active battlesuit is at ANY spaceport.
Posted at Mon Dec 13 15:09:52 2010 UTC (14 years, 4 months, 6 days, 22 hours, 7 minutes, and 34 seconds ago)Added Manual Starship Control help file.
Posted at Mon Dec 13 20:14:14 2010 UTC (14 years, 4 months, 6 days, 17 hours, 3 minutes, and 12 seconds ago)Made nutrigel dispensers boltable!
Posted at Mon Dec 13 22:36:36 2010 UTC (14 years, 4 months, 6 days, 14 hours, 40 minutes, and 50 seconds ago)Fixed in issue in crafting higher grade metafrequency tuners. Whoops!
Posted at Wed Dec 15 21:54:49 2010 UTC (14 years, 4 months, 4 days, 15 hours, 22 minutes, and 37 seconds ago)Added a note to the bari help file to explain our intentions to worried people!
Posted at Wed Dec 15 22:39:25 2010 UTC (14 years, 4 months, 4 days, 14 hours, 38 minutes, and 1 second ago)Navies will no longer attack their own pilots for shooting a ship in their own sector, provided the victim ship is not of the same alliance.
Posted at Wed Dec 15 23:22:56 2010 UTC (14 years, 4 months, 4 days, 13 hours, 54 minutes, and 30 seconds ago)Limited growth of felo within airforts and apartments, similar to how it is limited in ships. Reason: holy fucking shit people.
Posted at Thu Dec 16 15:20:53 2010 UTC (14 years, 4 months, 3 days, 21 hours, 56 minutes, and 33 seconds ago)In order to close a potential loophole related to Policy 6, ships whose owners have not been active for over a month will no longer be granted launch clearance by alliance spaceports.
Posted at Thu Dec 16 20:36:04 2010 UTC (14 years, 4 months, 3 days, 16 hours, 41 minutes, and 22 seconds ago)Fixed an issue with A CERTAIN KIND of felo's description.
Posted at Thu Dec 16 21:39:01 2010 UTC (14 years, 4 months, 3 days, 15 hours, 38 minutes, and 25 seconds ago)Rolled back the previous 25% damage reduction. If combat is far too lethal now with the failsafe change in hand we can try to find a middle ground.
Posted at Fri Dec 17 01:17:26 2010 UTC (14 years, 4 months, 3 days, and 12 hours ago)You may now use vector locking with alternate movement controls!
Posted at Fri Dec 17 01:24:48 2010 UTC (14 years, 4 months, 3 days, 11 hours, 52 minutes, and 38 seconds ago)Our trained team of escape pod technicians have been soundly whipped.
Posted at Fri Dec 17 01:34:47 2010 UTC (14 years, 4 months, 3 days, 11 hours, 42 minutes, and 39 seconds ago)The COMMANDS command now has a shitload of hyphens all up in its business. For the children. Or screenreaders, whatever.
Posted at Fri Dec 17 03:31:35 2010 UTC (14 years, 4 months, 3 days, 9 hours, 45 minutes, and 51 seconds ago)Ground combat balance changes!
* Three abilities in "offensive nanites" buffed slightly.
* Everything in defensive nanites is now better! Everything!
Posted at Fri Dec 17 19:18:31 2010 UTC (14 years, 4 months, 2 days, 17 hours, 58 minutes, and 55 seconds ago)Made a help file for BOOKS! This is something I've been meaning to do for a good year or so.
Posted at Sun Dec 19 01:39:04 2010 UTC (14 years, 4 months, 1 day, 11 hours, 38 minutes, and 22 seconds ago)Airfort medical centers now use synthesis supplies based on the severity of the injury, as opposed to the flat rate previously used.
Posted at Sun Dec 19 03:07:57 2010 UTC (14 years, 4 months, 1 day, 10 hours, 9 minutes, and 29 seconds ago)WOO ICY QUIZ
Posted at Sun Dec 19 22:06:20 2010 UTC (14 years, 4 months, 15 hours, 11 minutes, and 6 seconds ago)FIXED ICY QUIZ DATE PROBLEM WITH QUESTION 3 WOO
Posted at Sun Dec 19 22:16:14 2010 UTC (14 years, 4 months, 15 hours, 1 minute, and 12 seconds ago)Oh, I forgot to mention this until AFTER someone did a raid but the Megapod 'boss' dudes are now named like Mother (no Alpha, Beta, etc)
Posted at Mon Dec 20 01:23:14 2010 UTC (14 years, 4 months, 11 hours, 54 minutes, and 12 seconds ago)Mutating felo now do their thing with a little more randomness.
Posted at Mon Dec 20 16:07:40 2010 UTC (14 years, 3 months, 30 days, 21 hours, 9 minutes, and 46 seconds ago)Altered the weapons-already-firing check to detect whether it's stuck. Please report any issues or unintended behavior.
Posted at Mon Dec 20 17:26:00 2010 UTC (14 years, 3 months, 30 days, 19 hours, 51 minutes, and 26 seconds ago)Added a Tradesmen help file with guidelines on the sorts of items that should be requested.
Posted at Mon Dec 20 21:34:22 2010 UTC (14 years, 3 months, 30 days, 15 hours, 43 minutes, and 4 seconds ago)Attempting to upgrade an asteroid mining drone into the type of asteroid mining drone that it already is should now abort probably. Either that or it'll summon The Dark Lord Satan. Net effect is positive regardless. Probably.
Posted at Tue Dec 21 23:26:25 2010 UTC (14 years, 3 months, 29 days, 13 hours, 51 minutes, and 1 second ago)Felo should now be far less effective at spreading through environments which are not enclosed. In other words, the "freerange" nests on planets and stuff should not produce nearly as many felo.
Posted at Thu Dec 23 16:52:30 2010 UTC (14 years, 3 months, 27 days, 20 hours, 24 minutes, and 56 seconds ago)The one-person cargo hauler "Space Hauler" should no longer be read as the Starduster, John Bandicut's famous juggernaut.
Posted at Thu Dec 23 20:03:48 2010 UTC (14 years, 3 months, 27 days, 17 hours, 13 minutes, and 38 seconds ago)The ship's computer is now more verbose about something not happening when you want it to.
Take its words to heart, ignoring its advice has terrible consequences.
Posted at Fri Dec 24 00:03:22 2010 UTC (14 years, 3 months, 27 days, 13 hours, 14 minutes, and 4 seconds ago)Due to a recent rash of wrecks involving drunk pilots in battlesuits, Mothers Against Drunken Ground Missioning have pushed through legislation involving the testing of all pilots blood alcohol when beginning a mission.
We have ignored this, however, and encourage you to careen drunkenly to your doom.
Also a bug in that behavior has been fixed.
Posted at Sun Dec 26 04:37:15 2010 UTC (14 years, 3 months, 25 days, 8 hours, 40 minutes, and 11 seconds ago)Vector locking's alternate controls have been fixed. Please assist if anything goes wrong with it.
Posted at Mon Dec 27 10:29:42 2010 UTC (14 years, 3 months, 24 days, 2 hours, 47 minutes, and 44 seconds ago)Modified the account portal to reflect that account verification is currently disabled.
Posted at Mon Dec 27 23:04:38 2010 UTC (14 years, 3 months, 23 days, 14 hours, 12 minutes, and 48 seconds ago)Also changed in-game account creation to reflect the fact that account verification is currently disabled.
Posted at Mon Dec 27 23:07:18 2010 UTC (14 years, 3 months, 23 days, 14 hours, 10 minutes, and 8 seconds ago)We upped the antialiasing on ships so felo won't seemingly randomly commit seppuku using jaggies on a flight stick.
Posted at Mon Dec 27 23:46:44 2010 UTC (14 years, 3 months, 23 days, 13 hours, 30 minutes, and 42 seconds ago)Mechanoid bloodlust has been tweaked for maximum efficiency.
Posted at Wed Dec 29 05:20:13 2010 UTC (14 years, 3 months, 22 days, 7 hours, 57 minutes, and 13 seconds ago)Due to pressure from members of the Primate Appreciation Society and Lauren the Orangutan Reenactors Club, grunting and groaning is now available without going to the fuss of :.
Posted at Wed Dec 29 17:00:57 2010 UTC (14 years, 3 months, 21 days, 20 hours, 16 minutes, and 29 seconds ago)Beacons now have sanitation drones of some sort wandering about. Because we sure do love being sanitary.
Posted at Sat Jan 1 13:03:46 2011 UTC (14 years, 3 months, 19 days, 13 minutes, and 40 seconds ago)Beacon housings, rather.
Posted at Sat Jan 1 13:04:08 2011 UTC (14 years, 3 months, 19 days, 13 minutes, and 18 seconds ago)Felo points are now in the game. The current high scorer has 9 already!
Posted at Sun Jan 2 10:39:08 2011 UTC (14 years, 3 months, 18 days, 2 hours, 38 minutes, and 18 seconds ago)Hopefully have fixed an issue wherein enemy battlesuits could spam their weapons before their roundtime took effect.
Posted at Sun Jan 2 23:43:22 2011 UTC (14 years, 3 months, 17 days, 13 hours, 34 minutes, and 4 seconds ago)Players should no longer be able to "find" objects by playing a trash-can-rummaging guessing game!
Posted at Tue Jan 4 05:38:27 2011 UTC (14 years, 3 months, 16 days, 7 hours, 38 minutes, and 59 seconds ago)Added felo upgrades (up to 1001 felo points worth of them) and fixed a few errors with how they were displayed when used.
Posted at Tue Jan 4 08:27:41 2011 UTC (14 years, 3 months, 16 days, 4 hours, 49 minutes, and 45 seconds ago)Chow-fed soldiers should be somewhat less weakened now.
Posted at Tue Jan 4 18:14:09 2011 UTC (14 years, 3 months, 15 days, 19 hours, 3 minutes, and 17 seconds ago)Added a new attribute to ship models. If you notice any oddities, particular your ship moving in an unusual manner, please send a report!
Posted at Tue Jan 4 20:00:15 2011 UTC (14 years, 3 months, 15 days, 17 hours, 17 minutes, and 11 seconds ago)Fixed a few bugs in the starship damage algorithm with respect to starship component damage hit rates.
Posted at Thu Jan 6 14:56:50 2011 UTC (14 years, 3 months, 13 days, 22 hours, 20 minutes, and 36 seconds ago)Rental ships got a slight upgrade in components. So they're a little bit more expensive now as a side effect.
Posted at Mon Jan 10 06:10:58 2011 UTC (14 years, 3 months, 10 days, 7 hours, 6 minutes, and 28 seconds ago)Rental ship shops no longer erronously show a point requirement to rent a ship in the shop's INFO.
Posted at Mon Jan 10 12:23:29 2011 UTC (14 years, 3 months, 10 days, 53 minutes, and 57 seconds ago)Rented ships now have pertinent rental info in their ER's STATUS screen.
Posted at Mon Jan 10 14:09:03 2011 UTC (14 years, 3 months, 9 days, 23 hours, 8 minutes, and 23 seconds ago)Rental ships schedule their destruction more quickly now, because I figure nobody will really need a reimbursement on a rental ship.
Posted at Mon Jan 10 15:21:08 2011 UTC (14 years, 3 months, 9 days, 21 hours, 56 minutes, and 18 seconds ago)Small rental ships (Fighters, Scouts) should now be slightly cheaper. Larger ships are now slightly more expensive as a consequence of this change.
Posted at Mon Jan 10 15:56:28 2011 UTC (14 years, 3 months, 9 days, 21 hours, 20 minutes, and 58 seconds ago)Fixed an issue that made battlesuit switching totally not work at all much of the time!
Posted at Tue Jan 11 00:32:46 2011 UTC (14 years, 3 months, 9 days, 12 hours, 44 minutes, and 40 seconds ago)Newly born felo will now want to eat before mating.
Posted at Tue Jan 11 09:55:10 2011 UTC (14 years, 3 months, 9 days, 3 hours, 22 minutes, and 16 seconds ago)So, it turns out that there was something terribly wrong with felo aging.
THE BAD:
* All super old felo died en masse.
THE GOOD:
* You'll have advance warning in the future.
Posted at Wed Jan 12 14:50:27 2011 UTC (14 years, 3 months, 7 days, 22 hours, 26 minutes, and 59 seconds ago)Fixed an issue wherein battlesuits that were switched from would be sent on a magical journey to a faraway land from whence there was no return.
Posted at Thu Jan 13 14:28:54 2011 UTC (14 years, 3 months, 6 days, 22 hours, 48 minutes, and 32 seconds ago)Moved all non-Mutuality battlesuits away from Helios, due to the problem earlier.
Posted at Sat Jan 15 15:22:30 2011 UTC (14 years, 3 months, 4 days, 21 hours, 54 minutes, and 56 seconds ago)Organizations: Due to popular demand, added trustee demotion and member removal!
Posted at Sun Jan 16 23:54:43 2011 UTC (14 years, 3 months, 3 days, 13 hours, 22 minutes, and 43 seconds ago)Soldier felo genetics are now gradually lost through a docile lifestyle.
Posted at Mon Jan 17 22:00:45 2011 UTC (14 years, 3 months, 2 days, 15 hours, 16 minutes, and 41 seconds ago)now you can either mtts in RT or every command you enter will traceback. who knows.
Posted at Tue Jan 18 01:17:13 2011 UTC (14 years, 3 months, 2 days, 12 hours, and 13 seconds ago)Changed how damage works relating to launchers and turrets and such. Net result is that launcher-wielding ships should be a little bit better at not losing their damage output when they get shot when they're otherwise undamaged.
Posted at Tue Jan 18 05:31:06 2011 UTC (14 years, 3 months, 2 days, 7 hours, 46 minutes, and 20 seconds ago)Load balancing in mining sites totally works now.
Posted at Tue Jan 18 17:42:55 2011 UTC (14 years, 3 months, 1 day, 19 hours, 34 minutes, and 31 seconds ago)Asteroid mining sites are now linked to asteroid hauling place things.
Posted at Tue Jan 18 21:23:09 2011 UTC (14 years, 3 months, 1 day, 15 hours, 54 minutes, and 17 seconds ago)Added support for maximum concurrent asteroid mining site operations at asteroid mining site operation rooms. No current asteroid mining site operation rooms have been affected by this change.
Posted at Thu Jan 20 02:02:23 2011 UTC (14 years, 3 months, 11 hours, 15 minutes, and 3 seconds ago)A couple mining interface changes!
- Added a DISPLAY command to toggle whether or not the map is displayed in the BUILD interface.
- The ENTER command now accepts a set of coordinates to appear at within your site. For instance, 'ENTER 10 0' will place you at coordinates (10, 0) within your site.
Posted at Sat Jan 22 17:17:11 2011 UTC (14 years, 2 months, 27 days, 20 hours, and 15 seconds ago)Crafting stores: If you're holding your workbench, the menu will no longer display toolsets already installed.
Posted at Sat Jan 22 17:48:15 2011 UTC (14 years, 2 months, 27 days, 19 hours, 29 minutes, and 11 seconds ago)To clarify, grouping commands now work while in a battlesuit, and that's how you form Teslatown parties. However, group behavior will cease as usual once on a mission.
Posted at Sun Jan 23 16:27:49 2011 UTC (14 years, 2 months, 26 days, 20 hours, 49 minutes, and 37 seconds ago)CASH and POINTS now show Tesla stuff!
Posted at Sun Jan 23 16:59:14 2011 UTC (14 years, 2 months, 26 days, 20 hours, 18 minutes, and 12 seconds ago)WEAPONS should now properly show your equipped Tesla modules.
Posted at Sun Jan 23 17:08:47 2011 UTC (14 years, 2 months, 26 days, 20 hours, 8 minutes, and 39 seconds ago)Increased the point value of Teslabucks.
Posted at Sun Jan 23 17:20:08 2011 UTC (14 years, 2 months, 26 days, 19 hours, 57 minutes, and 18 seconds ago)The output of the Teslabuck exchange command is now clarified.
Posted at Sun Jan 23 17:49:10 2011 UTC (14 years, 2 months, 26 days, 19 hours, 28 minutes, and 16 seconds ago)Mining operations will now be able to contact Teslatown from the surface.
Posted at Sun Jan 23 19:08:25 2011 UTC (14 years, 2 months, 26 days, 18 hours, 9 minutes, and 1 second ago)Small mining operations should now be potentially more valuable, although not as valuable as mining in a group!
Posted at Sun Jan 23 19:24:02 2011 UTC (14 years, 2 months, 26 days, 17 hours, 53 minutes, and 24 seconds ago)Fixed an issue with Tesla tunnels determining their depth, which should fix boss placement.
Posted at Sun Jan 23 19:27:37 2011 UTC (14 years, 2 months, 26 days, 17 hours, 49 minutes, and 49 seconds ago)Small sites may now contain some weak enemies.
Posted at Sun Jan 23 21:25:29 2011 UTC (14 years, 2 months, 26 days, 15 hours, 51 minutes, and 57 seconds ago)Added a new drill at 50 points!
Posted at Sun Jan 23 22:06:54 2011 UTC (14 years, 2 months, 26 days, 15 hours, 10 minutes, and 32 seconds ago)Teslaworld site values now scale a bit more appropriately at lower levels.
Teslabucks converted into points now provide more ground combat credit. This is retroactive.
Posted at Sun Jan 23 22:28:37 2011 UTC (14 years, 2 months, 26 days, 14 hours, 48 minutes, and 49 seconds ago)Slightly reduced the effect hull damage has on the 'average damage' rating in scan and the avg command.
Posted at Sun Jan 23 22:47:00 2011 UTC (14 years, 2 months, 26 days, 14 hours, 30 minutes, and 26 seconds ago)Due to a bug, anyone with Teslapoints greater than 50 has had them reset back to 50. Some people accidentally gained huge amount of points all at once, which was not intended!
Posted at Mon Jan 24 03:00:14 2011 UTC (14 years, 2 months, 26 days, 10 hours, 17 minutes, and 12 seconds ago)Boosted credit value of Teslabucks.
Scaled Tesla site value more appropriately for higher point levels (this is also good).
Posted at Mon Jan 24 03:29:46 2011 UTC (14 years, 2 months, 26 days, 9 hours, 47 minutes, and 40 seconds ago)Also may have fixed a long-standing bug concerning ammunition cost at the battlesuit outfitter!
Posted at Mon Jan 24 03:33:21 2011 UTC (14 years, 2 months, 26 days, 9 hours, 44 minutes, and 5 seconds ago)Fixed an issue which allowed players to undertake poacher camp missions too often.
Posted at Mon Jan 24 03:38:17 2011 UTC (14 years, 2 months, 26 days, 9 hours, 39 minutes, and 9 seconds ago)Updated the Coalition and Accord NPCs help file.
Posted at Tue Jan 25 22:55:46 2011 UTC (14 years, 2 months, 24 days, 14 hours, 21 minutes, and 40 seconds ago)Just realized that the thing which updates the information that the KNOWLEDGE command spits out at you has not been running for a depressingly large length of time. This has been updated and should now continue to update itself daily as intended.
Posted at Wed Jan 26 06:23:39 2011 UTC (14 years, 2 months, 24 days, 6 hours, 53 minutes, and 47 seconds ago)Tesla: Added a restriction against moving while extracting resources.
Posted at Wed Jan 26 15:51:42 2011 UTC (14 years, 2 months, 23 days, 21 hours, 25 minutes, and 44 seconds ago)Policy!
- Rewrote Policy 1 to be an overview of key rules and things that new players seem to be most concerned about.
- Performed some minor edits to a few other policies; rewording and clarifications, no new rule changes.
- Made the policies viewable on the website at http://moo.squidsoft.net:7779/policy
Posted at Wed Jan 26 17:13:19 2011 UTC (14 years, 2 months, 23 days, 20 hours, 4 minutes, and 7 seconds ago)The Teslatown equipment shop now allows for modules to be uninstalled and stored for later use via the DEPOSIT command.
Posted at Wed Jan 26 19:34:07 2011 UTC (14 years, 2 months, 23 days, 17 hours, 43 minutes, and 19 seconds ago)Added two new Teslatown quests at 100 Teslapoints.
Posted at Wed Jan 26 23:37:37 2011 UTC (14 years, 2 months, 23 days, 13 hours, 39 minutes, and 49 seconds ago)Organizations now each get their very own message board!
This message board is, of course, completely in character.
The Announcements subforum can only be posted in by the founder or trustees. The General subforum is open to all members.
Posted at Thu Jan 27 05:26:43 2011 UTC (14 years, 2 months, 23 days, 7 hours, 50 minutes, and 43 seconds ago)Fixed a thing where battlesuits couldn't pick up some things. Those things should also drop more often.
Posted at Fri Jan 28 15:28:50 2011 UTC (14 years, 2 months, 21 days, 21 hours, 48 minutes, and 36 seconds ago)For less confusion, we have decided that a pilot league shall henceforth be referred to as a PILOT CORPS.
Posted at Fri Jan 28 18:34:19 2011 UTC (14 years, 2 months, 21 days, 18 hours, 43 minutes, and 7 seconds ago)Created terminals for each civilian liaison office to act as an interface for their job functions. Each one was done as a quick job and it's still taken me all day! So if it seems barebones when you first use it, give it some time.
Added new ground squad communication reporting and damage threshold reporting. Report any weirdness you notice with these.
Added new sector activity reporting. See above.
Added a CAPTAIN command for ships to send a message directly to their Space Defense Captain's terminal.
Implemented extra battlesuit slots for Ground Squad Leaders.
Posted at Fri Jan 28 21:18:41 2011 UTC (14 years, 2 months, 21 days, 15 hours, 58 minutes, and 45 seconds ago)Fixed an issue with enemy loot dropping!
Posted at Sat Jan 29 01:47:53 2011 UTC (14 years, 2 months, 21 days, 11 hours, 29 minutes, and 33 seconds ago)By popular demand, because all games of a similar genre must apparently be exactly the same, I have added... not a course command, but an ETA command. This is actually an alias for the existing SPEED command.
Posted at Sat Jan 29 02:55:42 2011 UTC (14 years, 2 months, 21 days, 10 hours, 21 minutes, and 44 seconds ago)The Ground Combat help file was once a confusing, outdated wall of text. Now it's gone! Instead, help files for battlesuits and aerial fortresses have been split off from it, and belong to a new Ground Combat help category. Future additions to the ground combat system will go into separate help files under this new category.
Posted at Sun Jan 30 20:14:41 2011 UTC (14 years, 2 months, 19 days, 17 hours, 2 minutes, and 45 seconds ago)Improved help category matching.
Posted at Sun Jan 30 20:18:25 2011 UTC (14 years, 2 months, 19 days, 16 hours, 59 minutes, and 1 second ago)Minors updates to the Asteroid Hauling and Asteroid Mining help files.
Posted at Sun Jan 30 20:32:53 2011 UTC (14 years, 2 months, 19 days, 16 hours, 44 minutes, and 33 seconds ago)Added a medcenter to Teslatown for when poachers are mean to you.
Posted at Sun Jan 30 20:38:44 2011 UTC (14 years, 2 months, 19 days, 16 hours, 38 minutes, and 42 seconds ago)Having detected just a touch of metagaming for votes, we have changed the voting machines to require a minimum level of recent activity. Anyone who is actually playing will be well above this threshold!
Posted at Sun Jan 30 23:08:36 2011 UTC (14 years, 2 months, 19 days, 14 hours, 8 minutes, and 50 seconds ago)Civilian liaison room descriptions should now FULLY INFORM YOU of the current status of all relevant doors!
Posted at Mon Jan 31 02:53:59 2011 UTC (14 years, 2 months, 19 days, 10 hours, 23 minutes, and 27 seconds ago)Added a 'fleet composition overview' option to the Space Defense Captain terminal.
Posted at Mon Jan 31 15:01:11 2011 UTC (14 years, 2 months, 18 days, 22 hours, 16 minutes, and 15 seconds ago)The fleet composition overview should be slightly faster now!
Posted at Mon Jan 31 15:11:24 2011 UTC (14 years, 2 months, 18 days, 22 hours, 6 minutes, and 2 seconds ago)Added a @PASSWORD command to change your account password.
Posted at Tue Feb 1 15:46:26 2011 UTC (14 years, 2 months, 17 days, 21 hours, and 31 minutes ago)Liaison stuff!
Responded to all pending messages to liaisons.
Added staff nagging to ensure each message gets a response. Target response time is 6-12 hours, up to 24 if we're all busy or something.
Added extra furniture and things as several people had requested.
Added official stationery to be found on your desks.
Added non-graphical rundown to space defense captain terminal.
Added squad composition overview to ground squad leader terminal.
Posted at Tue Feb 1 16:55:46 2011 UTC (14 years, 2 months, 17 days, 20 hours, 21 minutes, and 40 seconds ago)Made Teslaworld a moon like it's supposed to be.
Posted at Tue Feb 1 17:00:57 2011 UTC (14 years, 2 months, 17 days, 20 hours, 16 minutes, and 29 seconds ago)For some reason, we have seen fit to add a Miriani help file. The purpose of this is to clear up genuine points of confusion which, as we've all seen, tend to come up rather frequently here.
Posted at Wed Feb 2 02:07:22 2011 UTC (14 years, 2 months, 17 days, 11 hours, 10 minutes, and 4 seconds ago)Added activity breakdown to Industrial Whip terminals.
Posted at Wed Feb 2 14:51:15 2011 UTC (14 years, 2 months, 16 days, 22 hours, 26 minutes, and 11 seconds ago)Because the beginning description choices are rather extensive and may have been a newbie retention issue, going through the description choices is now OPTIONAL for cadets. However, they will be required to complete this process before submitting a profile.
Posted at Wed Feb 2 16:05:32 2011 UTC (14 years, 2 months, 16 days, 21 hours, 11 minutes, and 54 seconds ago)The standings on the Industrial Whip terminal will now show the gap between their own alliance and first place.
Posted at Wed Feb 2 16:10:02 2011 UTC (14 years, 2 months, 16 days, 21 hours, 7 minutes, and 24 seconds ago)RUNDOWN should now show the same sector title/area/security/etc. information that STARMAP does.
Posted at Wed Feb 2 18:21:48 2011 UTC (14 years, 2 months, 16 days, 18 hours, 55 minutes, and 38 seconds ago)Civilian liaisons!
I feel a little crazy for doing this, but it actually came out sort of useful.
You now receive paperwork! An aide will drop a report on your desk every few hours, several times a day. This report will contain relevant stuff about your job. You may STAMP it to get rid of it and never see it again.
Alternatively, if it seems important, you may use the shiny new photocopier on your desk to keep a copy for yourself before you stamp it! This copy of the report will be a mailable letter.
(As an aside, mailable letters are now copyable too.)
Unfortunately, I still couldn't think of anything relevant that Voices could possibly receive in a report. If you have any ideas, post them in the liaison topic in OOC/MTTNS.
Posted at Wed Feb 2 21:45:51 2011 UTC (14 years, 2 months, 16 days, 15 hours, 31 minutes, and 35 seconds ago)Mutuality outreach liaisons now get paperwork in proper TCT.
Posted at Thu Feb 3 11:28:59 2011 UTC (14 years, 2 months, 16 days, 1 hour, 48 minutes, and 27 seconds ago)Naval vessels now only disable interdictors in Alpha-1 security space.
Posted at Fri Feb 4 15:08:28 2011 UTC (14 years, 2 months, 14 days, 22 hours, 8 minutes, and 58 seconds ago)Destination finders must be bolted to work properly.
Posted at Fri Feb 4 15:59:53 2011 UTC (14 years, 2 months, 14 days, 21 hours, 17 minutes, and 33 seconds ago)Battlesuit minimod purge has been completed! Hopefully this won't be necessary again.
Minimod drop rate has been reduced by rather a lot.
The Electrostatic Exchange in Teslaworld now buys and sells minimods.
BY THESE THINGS COMBINED, we can hopefully make minimods something besides trash that everyone drops in the low priority deployment area.
Posted at Sat Feb 5 15:16:44 2011 UTC (14 years, 2 months, 13 days, 22 hours, and 42 seconds ago)Also I added a PA command to liaison offices a couple days ago and forgot to say anything.
Posted at Sat Feb 5 15:45:13 2011 UTC (14 years, 2 months, 13 days, 21 hours, 32 minutes, and 13 seconds ago)Tesla sites should no longer lose minerals due to rounding errors.
Artifact extraction is somewhat faster.
Posted at Sat Feb 5 16:18:35 2011 UTC (14 years, 2 months, 13 days, 20 hours, 58 minutes, and 51 seconds ago)Made resource detection prettier and had it communicate the results to other people nearby.
Posted at Sat Feb 5 16:30:01 2011 UTC (14 years, 2 months, 13 days, 20 hours, 47 minutes, and 25 seconds ago)Changes out of nowhere!
Idle-booting is now abolished. Idle the night away. Never disconnect at all. Who cares!
WHO output has been altered slightly. Most relevant is that it will not readily report names or numbers of idle players, although a total number of players will be available at the bottom. I basically recoded this completely, so report any oddities!
Posted at Tue Feb 8 02:40:35 2011 UTC (14 years, 2 months, 11 days, 10 hours, 36 minutes, and 51 seconds ago)Fixed a few WHO display issues.
Delivered a new advancement in the art of idling: the DOZE command. Use it when you expect to idle for some time to disappear off the who list instantly. Usable only every so often to forestall abuse.
Posted at Tue Feb 8 14:43:21 2011 UTC (14 years, 2 months, 10 days, 22 hours, 34 minutes, and 5 seconds ago)New general options:
Disable Peak Statistics: Will not show peak numbers in WHO output.
Single Line Per Player: Will display WHO as one player to a line instead of columnized and sometimes truncated.
Posted at Tue Feb 8 15:17:49 2011 UTC (14 years, 2 months, 10 days, 21 hours, 59 minutes, and 37 seconds ago)Added a SCREENREADER command which does not do anything special except set several options which are useful. Don't use it unless you want to wipe out your custom options.
Posted at Tue Feb 8 15:30:04 2011 UTC (14 years, 2 months, 10 days, 21 hours, 47 minutes, and 22 seconds ago)Your hair and beard(s) will no longer grow while dozing.
Posted at Wed Feb 9 00:14:49 2011 UTC (14 years, 2 months, 10 days, 13 hours, 2 minutes, and 37 seconds ago)THINK should now be available everywhere!
Posted at Wed Feb 9 15:14:05 2011 UTC (14 years, 2 months, 9 days, 22 hours, 3 minutes, and 21 seconds ago)Attention beardhavers: Be extra careful when grooming yourself. What is lost may not be so easily regained.
Posted at Thu Feb 10 05:21:40 2011 UTC (14 years, 2 months, 9 days, 7 hours, 55 minutes, and 46 seconds ago)Dozing will now act more like not being connected at all in certain cases, such as when proteges choose you as a mentor. Also, if you unidle from a sufficiently long doze, you will now see the "Welcome back to Star Conquest!" message along with the "connect report" that follows which no one reads.
Posted at Thu Feb 10 14:50:46 2011 UTC (14 years, 2 months, 8 days, 22 hours, 26 minutes, and 40 seconds ago)I may have added SIEGE to every lounge everywhere. I didn't pay attention to what the room actually was, as long as it had "lounge" in the name. The game may or may not actually work. Enjoy!
Posted at Sun Feb 13 04:45:07 2011 UTC (14 years, 2 months, 6 days, 8 hours, 32 minutes, and 19 seconds ago)There is also a Siege help file.
Posted at Sun Feb 13 04:45:53 2011 UTC (14 years, 2 months, 6 days, 8 hours, 31 minutes, and 33 seconds ago)Trying some Siege changes, since I haven't examined this game in a good few years. It seems like the defender certainly wins more than half the time. So:
- Reduced the outpost defense bonus.
- Added a powerful named siege card.
- Displayed more information about the ongoing game in the room's description.
I might change a couple more things, but I'm not going to spend a lot of time on it!
Posted at Sun Feb 13 16:54:38 2011 UTC (14 years, 2 months, 5 days, 20 hours, 22 minutes, and 48 seconds ago)I've finally thought of stuff to be in Voice reports. You can have the various liaison term stats that we've been quietly tracking in your very own weekly report. The first ones have just been delivered.
Posted at Sun Feb 13 18:57:36 2011 UTC (14 years, 2 months, 5 days, 18 hours, 19 minutes, and 50 seconds ago)Added a new Tesla mission! It requires 200 Teslapoints and 250 ground combat, and everyone in your group must also have 250 ground combat. It's an entirely new type of mission, and while I've tested most of it, it will certainly break the moment anyone tries it, which is what always happens. You have been warned. We'll probably also have to make changes to its difficulty one way or the other. Enjoy!
Posted at Sun Feb 13 22:18:02 2011 UTC (14 years, 2 months, 5 days, 14 hours, 59 minutes, and 24 seconds ago)Added VOTING REMINDERS to general options! It will remind you to vote every 12 hours. In particular, getting into the top 20 on TopMudSites generally results in a large influx of players.
Posted at Tue Feb 15 14:26:18 2011 UTC (14 years, 2 months, 3 days, 22 hours, 51 minutes, and 8 seconds ago)Added searchable portfolios and filing cabinets for letters. The filing cabinets are provided in civilian liaison offices, and the portfolios are available at mail rooms. They have BROWSE and SEARCH commands.
Posted at Tue Feb 15 15:27:50 2011 UTC (14 years, 2 months, 3 days, 21 hours, 49 minutes, and 36 seconds ago)A long-standing bug has finally been fixed: edible panties will now function properly through the REMOVE command. You are welcome.
Posted at Tue Feb 15 16:39:13 2011 UTC (14 years, 2 months, 3 days, 20 hours, 38 minutes, and 13 seconds ago)Fixed an issue with the new Teslatown mission where enemies would remain inactive.
Posted at Wed Feb 16 15:01:16 2011 UTC (14 years, 2 months, 2 days, 22 hours, 16 minutes, and 10 seconds ago)Empty ships in Alpha-1 sectors will now be rescued by friendly tugboats.
Posted at Wed Feb 16 15:01:45 2011 UTC (14 years, 2 months, 2 days, 22 hours, 15 minutes, and 41 seconds ago)Rented ships now come with two complementary beacons.
Posted at Wed Feb 16 15:05:10 2011 UTC (14 years, 2 months, 2 days, 22 hours, 12 minutes, and 16 seconds ago)Target tracking arrays with a longer range are now useful! They will report the position of the target to the pilot as long as it is anywhere within the tracking array's maximum range.
Posted at Wed Feb 16 15:24:08 2011 UTC (14 years, 2 months, 2 days, 21 hours, 53 minutes, and 18 seconds ago)I may have added TRADE CYCLES: THE GAME to the game. HELP TRADE CYCLES THE CARD GAME!
Posted at Fri Feb 18 04:16:54 2011 UTC (14 years, 2 months, 1 day, 9 hours, and 32 seconds ago)Fixed a scoring bug with TRADE CYCLES
Posted at Fri Feb 18 05:00:26 2011 UTC (14 years, 2 months, 1 day, 8 hours, and 17 minutes ago)TRADE CYCLES: THE GAME is now only at Mutuality ports. Thanks to ATHER JAMMOA for this request.
Posted at Fri Feb 18 05:50:48 2011 UTC (14 years, 2 months, 1 day, 7 hours, 26 minutes, and 38 seconds ago)Courier ship requisition had a small bug. It is now fixed. Bug will now grow to the intended size in the waters of Old Earth before arising to destroy the nearest city.
Posted at Fri Feb 18 21:12:51 2011 UTC (14 years, 2 months, 16 hours, 4 minutes, and 35 seconds ago)Fans of filling things with other things may find that it works better in probably imperceptible ways. Also, a similarly invisible bug with bari pod launches has been fixed.
Posted at Sat Feb 19 22:15:40 2011 UTC (14 years, 1 month, 30 days, 15 hours, 1 minute, and 46 seconds ago)Two new things for customizing your appearance, if you're into that sort of thing!
Beauty shops (e.g. hair) now do coloring as well!
Piercing parlors have been added to all capital planets/stations. Building the same thing four times is not much fun, if you're curious.
Posted at Mon Feb 21 01:21:40 2011 UTC (14 years, 1 month, 29 days, 11 hours, 55 minutes, and 46 seconds ago)Addressed some pressing Teslatown problems!
Solo mining sites will now always only have resources you are capable of detecting and extracting.
Group mining sites have no such restriction. They will work as before, with every resource you have the points to extract being present. However, sites with better resources are now actually more valuable!
Posted at Mon Feb 21 05:00:49 2011 UTC (14 years, 1 month, 29 days, 8 hours, 16 minutes, and 37 seconds ago)Added the @SHOWDESC command to show your full description. This is basically an inventory of body paint, tattoos, piercings, and other things that might be covered up that you would be aware of.
Posted at Mon Feb 21 06:34:19 2011 UTC (14 years, 1 month, 29 days, 6 hours, 43 minutes, and 7 seconds ago)Some balance changes!
* Tier two destroyers now need fewer points all around.
* Tier two gunships now need much more points.
* Tier one gunships have been looked at and brought into a similar power level.
* The same goes for tier two gunships!
* People who own tier two gunships who no longer qualify for them have 24ish hours to either qualify for them or clean them out. A full reimbursement for the ship's stated value will go into effect after this period.
Posted at Tue Feb 22 03:12:51 2011 UTC (14 years, 1 month, 28 days, 10 hours, 4 minutes, and 35 seconds ago)Also, cruisers got their point level requirement upped. Similar deal!
Posted at Tue Feb 22 03:29:45 2011 UTC (14 years, 1 month, 28 days, 9 hours, 47 minutes, and 41 seconds ago)Minerals will now always be present in solo Teslatown sites, because it makes sense and because it fixes some errors that can occur otherwise. Minerals are sort of a "filler" item that tops off your total site value, so they need to be there.
Posted at Wed Feb 23 14:20:17 2011 UTC (14 years, 1 month, 26 days, 22 hours, 57 minutes, and 9 seconds ago)Fixed that piercing gender thing that a thousand people reported!
Posted at Thu Feb 24 02:42:36 2011 UTC (14 years, 1 month, 26 days, 10 hours, 34 minutes, and 50 seconds ago)Sorted a few things in the miscellaneous help category that deserved real categories.
Posted at Tue Mar 1 17:09:58 2011 UTC (14 years, 1 month, 20 days, 20 hours, 7 minutes, and 28 seconds ago)The COMMANDS command now handily divides commands into commands unique to that object and commands common to other objects of its type. Commands commands commands.
Posted at Wed Mar 2 04:27:30 2011 UTC (14 years, 1 month, 20 days, 8 hours, 49 minutes, and 56 seconds ago)Added a new blueprint to the plastics license.
Posted at Wed Mar 2 18:05:34 2011 UTC (14 years, 1 month, 19 days, 19 hours, 11 minutes, and 52 seconds ago)Made the PEER command work without a given direction to show your immediate surroundings.
Posted at Thu Mar 3 14:45:50 2011 UTC (14 years, 1 month, 18 days, 22 hours, 31 minutes, and 36 seconds ago)Nomination machines will now list how many nominees there are for each position.
Posted at Mon Mar 7 00:07:15 2011 UTC (14 years, 1 month, 15 days, 13 hours, 10 minutes, and 11 seconds ago)The voting machines will now allow one to change their vote.
Adding new proposals and determining the results will both produce automatic posts to the Debates forum.
Posted at Tue Mar 8 18:59:25 2011 UTC (14 years, 1 month, 13 days, 18 hours, 18 minutes, and 1 second ago)Fixed that bug in selling Teslatown modules.
Posted at Tue Mar 8 20:43:12 2011 UTC (14 years, 1 month, 13 days, 16 hours, 34 minutes, and 14 seconds ago)Fixed various candidacy issues. If any has voted already, you will have to vote again!
Posted at Wed Mar 9 00:15:15 2011 UTC (14 years, 1 month, 13 days, 13 hours, 2 minutes, and 11 seconds ago)Miscellaneous changes I forgot to announce:
Voices now get regular reports if there is anything to report.
Teslatown defense missions now spawn fun toys for you to use.
Posted at Thu Mar 10 02:33:03 2011 UTC (14 years, 1 month, 12 days, 10 hours, 44 minutes, and 23 seconds ago)Small landing/mail report bug fixed.
Posted at Sat Mar 12 19:11:36 2011 UTC (14 years, 1 month, 9 days, 18 hours, 5 minutes, and 50 seconds ago)Added NOTICES to your metachannel communicators! These are messages pushed immediately to your communicator that will gently nag you once per hour until you read them (which you do by just looking at your communicator).
There are a few reasons for this, but the most basic one is that, in SC's original design, I envisioned that players would be spending nearly all of their time in ships and would be launching and landing again rather frequently. This is why several notifications (new mail, new news, etc.) occur when you land. These days, of course, the scope of the game has expanded somewhat, and we have many things to do that don't involve flying around at all. This means that things you would probably want to know about fairly immediately may sometimes go unnoticed for a great deal of time.
The first major new thing here is that receiving new mail will immediately send a notice to your communicator.
The second thing you'll notice quickly is that each civilian liaison now has the power to send notices to your communicator once per hour. This is to help organize meetings and other player-initiated events. This goes to pretty much everyone in your alliance, so please don't spam things. The interval will be increased if necessary.
More things will be added as needed! I may eventually roll things like new message board posts and new aggregator headlines into this as well, so that a well-informed player is not looking at a dozen different objects upon logging in.
Posted at Tue Mar 15 02:29:31 2011 UTC (14 years, 1 month, 7 days, 10 hours, 47 minutes, and 55 seconds ago)Felo are now far less likely to wander into places where they shouldn't be.
Posted at Wed Mar 16 04:06:56 2011 UTC (14 years, 1 month, 6 days, 9 hours, 10 minutes, and 30 seconds ago)TESLATOWN
Some Teslatown changes designed to make grouping more common. TESLATOWN IS A GROUP ACTIVITY. I've said it dozens of times but nobody seems to believe it. Doing it alone or even treating it as Couples Night is not doing it right. You people are all insane for doing so many small solo sites.
- The more people you have in your group, the more you can potentially get from your site. In other words, a site's total value caps at a higher amount when you bring more people. This is actually not a change, but has been true almost since day one.
- Having more people in your group will increase profits in all circumstances.
- The total site value is no longer based on the lowest point participant's potential site value. Instead, all participants will have their potential site values added to the total regardless of how well point levels match up. For example: previously, if Guy #1 could get 30 bucks from a site and Guy #2 could get 100 bucks, when they grouped, the system would find the minimum and arrive at 30 * 2 = 60 for the site's final value. Now it'll arrive at 30 + 100 = 130.
- At the end of a mission, Teslabucks will not be distributed equally, but will be given out in proportion to each person's contribution to that site's total value. Taking the above example, if the mission ended up being worth 200 bucks, then previously Guy #1 and Guy #2 would each earn 100 bucks. But with a proportionate system, Guy #1 will get 46 bucks and Guy #2 will get 154 bucks. This is still good, of course, because with the new system, the low guy will not in practice actually earn any less while the higher guy is now finding the group site worthwhile.
The intended effect of this is simply to make it practical and worthwhile for players of all point levels to group together and each see better profits than they would ever get by themselves or even in smaller groups. It should be as simple as that.
GROUND MISSIONS
As decided at the forum last month, ground missions will now give fewer points but will reward many more credits.
Posted at Wed Mar 16 14:43:07 2011 UTC (14 years, 1 month, 5 days, 22 hours, 34 minutes, and 19 seconds ago)Some liaison stuff:
Each terminal now allows the liaison to send communicator notices, which I thought I did before but somehow failed to accomplish.
Voting machines will now report numbers of voters in addition to percentages.
The industrial whip terminal will tell the leading alliance how far ahead they are.
Posted at Wed Mar 16 19:56:55 2011 UTC (14 years, 1 month, 5 days, 17 hours, 20 minutes, and 31 seconds ago)The sanctuary's patented Felo Mass Fredom Suction Device Mo-Thing now also extracts felo nests!
Posted at Thu Mar 17 03:05:46 2011 UTC (14 years, 1 month, 5 days, 10 hours, 11 minutes, and 40 seconds ago)Battlesuit tier, a concept which was originally entirely a construct of players, is now calculated and displayed in key locations, including the outfitter's SUITS command, the SWITCH command, and your character's INFO command.
The INFO command now displays information about and locations of stored battlesuits.
Detailed starship information has been shifted into the SHIPINFO or SHIPS command.
Posted at Sat Mar 19 14:24:13 2011 UTC (14 years, 1 month, 2 days, 22 hours, 53 minutes, and 13 seconds ago)Fixed a Teslatown bug where bulk extractors could sometimes extract one more mineral than was actually present, creating all sorts of oddities.
Posted at Sun Mar 20 21:08:46 2011 UTC (14 years, 1 month, 1 day, 16 hours, 8 minutes, and 40 seconds ago)The Star Catquest meow filter has been so much fun that we have decided to delay any plans for deactivating it for the forseeable future. We hope you all enjoy it!
Posted at Fri Apr 1 16:56:02 2011 UTC (14 years, 19 days, 20 hours, 21 minutes, and 24 seconds ago)Added weekly maintenance shutdowns. Should happen around midnight pacific time on Sundays, which is fairly off-peak for everyone!
Posted at Sun Apr 10 18:58:05 2011 UTC (14 years, 10 days, 18 hours, 19 minutes, and 21 seconds ago)Oh, you might've already noticed but e-mail is back to its state of sorta-working.
Posted at Fri Apr 15 21:54:48 2011 UTC (14 years, 5 days, 15 hours, 22 minutes, and 38 seconds ago)Fixed the verify command. Verify away.
Posted at Fri Apr 15 22:22:50 2011 UTC (14 years, 5 days, 14 hours, 54 minutes, and 36 seconds ago)Minor bug involving sushi has been resolved.
Posted at Mon Apr 25 18:19:21 2011 UTC (13 years, 11 months, 26 days, 18 hours, 58 minutes, and 5 seconds ago)An insurance thing! Two things happened:
1) We had a bunch of downtime.
2) The insurance company was still charging everyone after their coverage had expired.
For these reasons, everyone should now find that the only payment they owe is the latest one. Also, debt will cease to add up once the insurance company is no longer covering you, as intended.
Posted at Tue May 3 16:45:24 2011 UTC (13 years, 11 months, 18 days, 20 hours, 32 minutes, and 2 seconds ago)Kissing is now more exciting than ever! For fans of kissing, also try biting - it's just like kissing, but there is a winner.
Posted at Sat May 28 22:30:03 2011 UTC (13 years, 10 months, 21 days, 14 hours, 47 minutes, and 23 seconds ago)Advanced engineering buffs now smile and say something nice instead of exploding when used in an unexpected way.
Posted at Tue May 31 05:30:05 2011 UTC (13 years, 10 months, 19 days, 7 hours, 47 minutes, and 21 seconds ago)Removing people of their worldly posessions now involves a criminal background check and a couple of other sanity checks. Okay, maybe not the criminal one but that's under consideration.
Posted at Thu Jun 2 20:00:34 2011 UTC (13 years, 10 months, 16 days, 17 hours, 16 minutes, and 52 seconds ago)An edge condition traceback in starmaps has hopefully been fixed.
Posted at Sun Jun 5 21:16:52 2011 UTC (13 years, 10 months, 13 days, 16 hours, and 34 seconds ago)A small bug with stopping a game of trade cycles has been fixed.
Posted at Mon Jun 6 21:28:41 2011 UTC (13 years, 10 months, 12 days, 15 hours, 48 minutes, and 45 seconds ago)Removed the artifact submission points restriction, since it's quite possible these days for people to collect artifacts from day one.
Posted at Tue Jun 7 13:58:00 2011 UTC (13 years, 10 months, 11 days, 23 hours, 19 minutes, and 26 seconds ago)Words are no longer sliced in half when you are using the automapper.
Posted at Sun Jun 12 05:33:46 2011 UTC (13 years, 10 months, 7 days, 7 hours, 43 minutes, and 40 seconds ago)Recent advances in Jinu translation technology have fixed issues with some previously untranslated words.
Posted at Tue Jun 21 04:12:21 2011 UTC (13 years, 9 months, 29 days, 9 hours, 5 minutes, and 5 seconds ago)You now are informed when your hair grows out.
Posted at Tue Jun 21 10:03:59 2011 UTC (13 years, 9 months, 29 days, 3 hours, 13 minutes, and 27 seconds ago)Xenology containers have been altered. Pray I do not alter them again.
Posted at Thu Jun 23 05:30:17 2011 UTC (13 years, 9 months, 27 days, 7 hours, 47 minutes, and 9 seconds ago)Men! Tired of daily tedious management of your beard when you don't even want one? Sick of someone suddenly reminding you that you even have a beard once it's down to your ankles? New Beard-B-Gone(tm) can help! Now sold at all personal care shops.
Posted at Thu Jun 23 17:50:32 2011 UTC (13 years, 9 months, 26 days, 19 hours, 26 minutes, and 54 seconds ago)A number of basic system upgrades have finally happened! There's no effective difference, but if you notice anything weird happening when flying around please report it.
Posted at Fri Jun 24 12:47:54 2011 UTC (13 years, 9 months, 26 days, 29 minutes, and 32 seconds ago)You may now conceal all but one worn container (that is, bags and backpacks and such).
Posted at Fri Jun 24 16:34:36 2011 UTC (13 years, 9 months, 25 days, 20 hours, 42 minutes, and 50 seconds ago)Your inventory is now spread out over multiple lines instead of just one. Furthermore, concealed items are now also listed. Also, looking may cause everything to explode. Nudity is suggested for your safety until the tracebacks subside.
Posted at Fri Jun 24 19:51:12 2011 UTC (13 years, 9 months, 25 days, 17 hours, 26 minutes, and 14 seconds ago)Do you like shouting 'Are you there?' to the world? I'm sad to say that this practice is no longer necessary and you may need to broaden your horizons. You can now type '@who
Beverage dispensers and their kin now work when on a table.
Posted at Fri Jun 24 21:05:58 2011 UTC (13 years, 9 months, 25 days, 16 hours, 11 minutes, and 28 seconds ago)There's now a very small chance that people in a room can overhear your whisperwhisperwhispering.
Posted at Sun Jun 26 00:31:13 2011 UTC (13 years, 9 months, 24 days, 12 hours, 46 minutes, and 13 seconds ago)Beard-B-Gone(tm) should begin actually working at its next application. If still not satisfied, return it for double your money back! (Offer does not apply in known universe.)
Posted at Tue Jun 28 21:27:50 2011 UTC (13 years, 9 months, 21 days, 15 hours, 49 minutes, and 36 seconds ago)A long-standing bug allowing ships without food to generate infinite felo has been fixed. If you don't want to lose them, feed them! Also, landing pads now have an extra descriptor describing their infestation state if they are.
Posted at Wed Jun 29 13:10:57 2011 UTC (13 years, 9 months, 21 days, 6 minutes, and 29 seconds ago)Ship titles are now more helpful.
Posted at Fri Jul 1 14:59:47 2011 UTC (13 years, 9 months, 18 days, 22 hours, 17 minutes, and 39 seconds ago)Organizations will no longer list inactive members, but they will still be members if they begin playing again.
Organization founders can now see point contribution percentages as well as how many points have been contributed by each member.
Posted at Mon Jul 4 15:43:19 2011 UTC (13 years, 9 months, 15 days, 21 hours, 34 minutes, and 7 seconds ago)Fixed up the Teslaworld minimodule shoppe menu so it is readable.
Fixed a bug where mines and barriers from defense missions could be preserved.
Posted at Mon Jul 4 17:51:41 2011 UTC (13 years, 9 months, 15 days, 19 hours, 25 minutes, and 45 seconds ago)Since an organization command station actually exists now, it seems like a good idea to update some help files!
HELP ORGANIZATION contains a bit more information, in particular clarifying the situation with organization points.
HELP ORGANIZATION SPACE STATIONS is a new file. It's actually a bit more like an outline of a help file, but it will expand as the system is fleshed out.
Posted at Tue Jul 5 22:11:54 2011 UTC (13 years, 9 months, 14 days, 15 hours, 5 minutes, and 32 seconds ago)Voting machines have been slightly altered to also work with organizations. They come with the conference room. Please report any issues with the new or old voting machines.
Posted at Wed Jul 6 01:56:17 2011 UTC (13 years, 9 months, 14 days, 11 hours, 21 minutes, and 9 seconds ago)Fixed a serious exploit where pilots could allow their gunners to fire while avoiding a response from the enemy starship.
Posted at Wed Jul 6 03:34:59 2011 UTC (13 years, 9 months, 14 days, 9 hours, 42 minutes, and 27 seconds ago)Org station locker rooms are now slightly more functional than before. Also, you can UNDRESS in them properly. Also, 'my locker' will always match your locker, just in case there's a lot and you can't find yours.
Posted at Fri Jul 8 00:46:54 2011 UTC (13 years, 9 months, 12 days, 12 hours, 30 minutes, and 32 seconds ago)Certain org station rooms are now lockable and should work similarly to civilian liaison office locks.
Posted at Fri Jul 8 02:25:52 2011 UTC (13 years, 9 months, 12 days, 10 hours, 51 minutes, and 34 seconds ago)Control rooms now show a more limited version of the damage display.
Posted at Fri Jul 8 02:43:48 2011 UTC (13 years, 9 months, 12 days, 10 hours, 33 minutes, and 38 seconds ago)Repair & rearms owned by organizations now offer a slight discount when they are owned by pilots, and a slightly deeper discount to organization members.
A few new upgrades have been added.
Battle analysis scanners have been added to boost beacon drop activity in the area. Check the organization space station help file. No one yet qualifies for this! Enjoy!
Posted at Fri Jul 8 21:29:39 2011 UTC (13 years, 9 months, 11 days, 15 hours, 47 minutes, and 47 seconds ago)The destruction (or forced launch) of a battlesuit will now inflict just a touch of conquest loss depending on the tier of the battlesuit.
Posted at Sun Jul 10 22:12:08 2011 UTC (13 years, 9 months, 9 days, 15 hours, 5 minutes, and 18 seconds ago)Glowing test tubes of liquid are now, by popular demand, able to be consumed. Get one today! Available at your local Bari megapod.
Posted at Mon Jul 11 19:46:57 2011 UTC (13 years, 9 months, 8 days, 17 hours, 30 minutes, and 29 seconds ago)Three lines have become one. Rejoice and revel in the Blending!
Posted at Tue Jul 12 21:56:43 2011 UTC (13 years, 9 months, 7 days, 15 hours, 20 minutes, and 43 seconds ago)Added a condensed version of org status to the SCORE command.
Posted at Wed Jul 13 00:27:06 2011 UTC (13 years, 9 months, 7 days, 12 hours, 50 minutes, and 20 seconds ago)Organizations can now be renamed at some expense.
Posted at Wed Jul 13 00:46:28 2011 UTC (13 years, 9 months, 7 days, 12 hours, 30 minutes, and 58 seconds ago)Added a ROLEPLAYING help file for an introduction to roleplaying and general tips for roleplaying well. Even if you don't think you need to read this, chances are you do!
Posted at Fri Jul 15 15:20:31 2011 UTC (13 years, 9 months, 4 days, 21 hours, 56 minutes, and 55 seconds ago)The decision has been made to have each Conquest period end during our prime time, precisely at midnight game time!
In order to have this happen, this period has been extended by a few hours and will now end at 00:00 hours on Monday.
Posted at Sat Jul 16 17:36:19 2011 UTC (13 years, 9 months, 3 days, 19 hours, 41 minutes, and 7 seconds ago)Added a few of the station upgrade requests that have come in lately.
Posted at Sat Jul 16 18:33:15 2011 UTC (13 years, 9 months, 3 days, 18 hours, 44 minutes, and 11 seconds ago)Navy responses are now more proportional to the hostile party.
Posted at Sun Jul 17 02:20:57 2011 UTC (13 years, 9 months, 3 days, 10 hours, 56 minutes, and 29 seconds ago)Fixed a bug where Fringe local artifacts would count as alien artifacts.
Posted at Sun Jul 17 19:19:41 2011 UTC (13 years, 9 months, 2 days, 17 hours, 57 minutes, and 45 seconds ago)Fixed a bug with prompted profiles and players who have not described themselves!
Posted at Sun Jul 17 23:32:27 2011 UTC (13 years, 9 months, 2 days, 13 hours, 44 minutes, and 59 seconds ago)Non-pilot roles can now be chosen from character generation. This marker designates anyone not a pilot. They can't fly a ship, but for whatever reason they've managed to land themselves in deep with pilots. They have a communicator, but it can't access encrypted channels.
It's mostly for experienced roleplayers who want a purely social role who aren't interested in the mechanics aspect of Star Conquest. We'll see how it works out!
Posted at Mon Jul 18 02:54:52 2011 UTC (13 years, 9 months, 2 days, 10 hours, 22 minutes, and 34 seconds ago)Revamped some aspects of the profile system.
* Enhanced host profile management so we can pinpoint problems quickly and speed up the playing process!
* Revamped prompted profiles! They're a little vaguer but point you more in the direction that we want profiles to be.
* Changed some text in the profile system to make it less spammy AND point players in the direction of our handy dandy profile help files!
* Profiles cause hosts to go on code-enforced violent murder sprees 17% less often.
Posted at Mon Jul 18 12:37:31 2011 UTC (13 years, 9 months, 2 days, 39 minutes, and 55 seconds ago)A slight math error has swapped the numbers 17 and -17. A fix will come into effect in a few days.
Posted at Mon Jul 18 12:38:11 2011 UTC (13 years, 9 months, 2 days, 39 minutes, and 15 seconds ago)Characters holding civilian liaison positions can no longer be deleted.
Posted at Tue Jul 19 11:07:40 2011 UTC (13 years, 9 months, 1 day, 2 hours, 9 minutes, and 46 seconds ago)Organizations with a retired founder will now be taken over automatically by the trustee who has contributed the most.
Posted at Thu Jul 21 14:50:21 2011 UTC (13 years, 8 months, 29 days, 22 hours, 27 minutes, and 5 seconds ago)Bolting should now work properly in all org station rooms.
Posted at Thu Jul 21 15:12:43 2011 UTC (13 years, 8 months, 29 days, 22 hours, 4 minutes, and 43 seconds ago)Made some adjustments to the AI ship spawner. Becaon drops will probably be slightly easier, as a result.
Posted at Sat Jul 23 08:49:37 2011 UTC (13 years, 8 months, 28 days, 4 hours, 27 minutes, and 49 seconds ago)High security sectors now cool off faster than low security sectors.
Posted at Sat Jul 23 14:10:29 2011 UTC (13 years, 8 months, 27 days, 23 hours, 6 minutes, and 57 seconds ago)Communicators now allow emoting, by prefacing your text with a colon or the EMOTE command.
Metafrequency transmitters now allow both emotes AND the social commands that communicators have had for a while.
Remember: Audible actions only!
Posted at Sat Jul 23 16:46:17 2011 UTC (13 years, 8 months, 27 days, 20 hours, 31 minutes, and 9 seconds ago)A few more changes to how space works.
* A sector's security rating now falls off based on distance. Actually, it's done this for a while, but now players can see it!
* Decoy beacons can only be dropped in uncharted 'Gamma' or lower space.
* The navy will now come to your aid if someone attacks you in Beta-level uncharted space.
Posted at Sat Jul 23 23:11:36 2011 UTC (13 years, 8 months, 27 days, 14 hours, 5 minutes, and 50 seconds ago)In light of previous changes, uncharted space with a security rating other than Delta-10 will now inherit the owner of the space closest to it.
Posted at Sat Jul 23 23:20:26 2011 UTC (13 years, 8 months, 27 days, 13 hours, and 57 minutes ago)Trustees can now view a breakdown of income to their organization. This has been quietly tracked for a few days, so you should have some information, but income from before it was tracked will of course not show up at all.
Posted at Sat Jul 23 23:21:50 2011 UTC (13 years, 8 months, 27 days, 13 hours, 55 minutes, and 36 seconds ago)Fixed a bug where pirates might sometimes pursue salvage op participants to the very ends of the universe.
Posted at Wed Jul 27 01:22:02 2011 UTC (13 years, 8 months, 24 days, 11 hours, 55 minutes, and 24 seconds ago)Salvage op payout has increased by a good order of magnitude or so since it was first implemented. It shouldn't be as good as mining or anything, but it should be worthwhile! It will continue to be tweaked.
Posted at Wed Jul 27 01:30:25 2011 UTC (13 years, 8 months, 24 days, 11 hours, 47 minutes, and 1 second ago)You should now be able to communicate with your fellow salvage op participants via the OP command.
Posted at Wed Jul 27 01:36:32 2011 UTC (13 years, 8 months, 24 days, 11 hours, 40 minutes, and 54 seconds ago)Salvage ops are getting closer to finalized, including their full Conquest effect.
Several potential exploits have been fixed, mostly related to avoiding pirate attacks.
Salvage ops are now limited to six per Conquest, which should be roughly the same number of hours allotted for decoy beacon drops and RATS nests. Ops you've completed before now won't count against this limit.
Posted at Thu Jul 28 01:00:48 2011 UTC (13 years, 8 months, 23 days, 12 hours, 16 minutes, and 38 seconds ago)By suddenly extraordinarily popular demand, menus on organization stations have CLEAR and DELETE commands.
Posted at Sat Jul 30 14:46:55 2011 UTC (13 years, 8 months, 20 days, 22 hours, 30 minutes, and 31 seconds ago)SDC terminals will no longer generate detailed reports about activity in uncharted sectors. This was an unintentional change that happened with a recent change to the claimed status of uncharted sectors.
Posted at Sat Jul 30 20:44:50 2011 UTC (13 years, 8 months, 20 days, 16 hours, 32 minutes, and 36 seconds ago)A proper error message is now given when using the talk command on players.
Posted at Tue Aug 2 03:39:34 2011 UTC (13 years, 8 months, 18 days, 9 hours, 37 minutes, and 52 seconds ago)Smokers rejoice. Smoking in battlesuits now totally works.
Posted at Wed Aug 3 21:47:25 2011 UTC (13 years, 8 months, 16 days, 15 hours, 30 minutes, and 1 second ago)Lighters too.
Posted at Wed Aug 3 21:57:51 2011 UTC (13 years, 8 months, 16 days, 15 hours, 19 minutes, and 35 seconds ago)Fixed an issue wherein players could cheat various enemy-spawning quests. Probably.
Posted at Thu Aug 4 12:33:54 2011 UTC (13 years, 8 months, 16 days, 43 minutes, and 32 seconds ago)NPC transport-class ships should now properly have a proper starmap symbol.
Posted at Thu Aug 4 13:11:36 2011 UTC (13 years, 8 months, 16 days, 5 minutes, and 50 seconds ago)The strength of attackers responding to heat will now be influenced by the grade of debris in the area. This should make salvage ops more exciting!
Posted at Wed Aug 10 00:24:23 2011 UTC (13 years, 8 months, 10 days, 12 hours, 53 minutes, and 3 seconds ago)A form of encouragement toward population balance now exists during character generation. Characters potentially joining low population alliances will be offered a moderate point gain bonus up to 500 aggregate points. The actual bonus rate is determined dynamically by active population differences.
Posted at Wed Aug 10 00:29:42 2011 UTC (13 years, 8 months, 10 days, 12 hours, 47 minutes, and 44 seconds ago)Felo are now sensitive to overcrowding. More than your ship's limit is not a good idea!
Posted at Fri Aug 12 01:56:02 2011 UTC (13 years, 8 months, 8 days, 11 hours, 21 minutes, and 24 seconds ago)Non-pilots have been given a credit cap.
Posted at Fri Aug 12 23:55:49 2011 UTC (13 years, 8 months, 7 days, 13 hours, 21 minutes, and 37 seconds ago)Time to rein things in a bit! Salvage ops are about where they should be in terms of rewards when done normally, but they're a bit too easily gamed.
Heat buildup response is now not only increased by local debris grade, but also capped by it. Pirates won't go all-out for a canister of grade 20 debris just because it's guarded by an entire army.
Similarly, maximum bounty payout is capped at a level that should not affect reasonably balanced salvage ops.
Since salvage canisters are rented, they must be returned to the alliance from which you got them. For some reason I just assumed people would tend to do this anyway!
Upper-tier salvaging equipment will now enforce its point requirements when used.
Posted at Tue Aug 16 09:12:32 2011 UTC (13 years, 8 months, 4 days, 4 hours, 4 minutes, and 54 seconds ago)Backend updates! There should be no visible differences, but if anything goes wrong an ASSIST or REPORT about it would be greatly appreciated.
Posted at Wed Aug 17 08:03:06 2011 UTC (13 years, 8 months, 3 days, 5 hours, 14 minutes, and 20 seconds ago)Electric fans will now turn themselves off out of loneliness when there's nobody to witness their turning. Be kind and appreciate your electric fans. Do not abandon them. They are your friends.
Posted at Thu Aug 18 06:35:08 2011 UTC (13 years, 8 months, 2 days, 6 hours, 42 minutes, and 18 seconds ago)Hot tubs have caught the same death of lonliness affliction as electric fans.
Posted at Thu Aug 18 08:28:58 2011 UTC (13 years, 8 months, 2 days, 4 hours, 48 minutes, and 28 seconds ago)After a thorough investigation, I've reactivated the enhanced n-dimensional distance calculator, which is much, much faster than the old failsafe method we were using.
Posted at Thu Aug 18 16:52:02 2011 UTC (13 years, 8 months, 1 day, 20 hours, 25 minutes, and 24 seconds ago)Bounty hount tags are now sent by the correct issuer. Maybe.
Posted at Fri Aug 19 06:59:00 2011 UTC (13 years, 8 months, 1 day, 6 hours, 18 minutes, and 26 seconds ago)Players with 1000 aggregate points or more will not be subject to being purged for not playing.
Posted at Mon Aug 22 17:51:48 2011 UTC (13 years, 7 months, 27 days, 19 hours, 25 minutes, and 38 seconds ago)Nonpilots can no longer have the pilot title.
Posted at Tue Aug 23 20:45:00 2011 UTC (13 years, 7 months, 26 days, 16 hours, 32 minutes, and 26 seconds ago)If you have a gemini in a ship's docking bay and enter the ship where the gemini is docked and your battlesuit is at the station, your battlesuit is automatically transferred into the gemini!
Posted at Sun Aug 28 23:14:23 2011 UTC (13 years, 7 months, 21 days, 14 hours, 3 minutes, and 3 seconds ago)A great blow has been struck against voyeurs everywhere! You can no longer look specifically at clothes that are obscured by other clothes on other people.
Posted at Tue Aug 30 18:33:40 2011 UTC (13 years, 7 months, 19 days, 18 hours, 43 minutes, and 46 seconds ago)Made a few changes in the text filter to facilitate OOC filters and IC filters.
Posted at Tue Aug 30 19:16:56 2011 UTC (13 years, 7 months, 19 days, 18 hours, and 30 seconds ago)Revamped the daily maintenance task (which includes the weekly maintenance shutdown on Sundays) It now always executes at what is typically an off hour (10:00 UTC), and does a few more housekeeping things to clean up the database.
Posted at Sat Sep 3 12:53:54 2011 UTC (13 years, 7 months, 16 days, 23 minutes, and 32 seconds ago)Due to popular demand, org unity has changed!
Now, not only the number of different alliances count, but the number of people from the alliance counts. This means that one or two people from an oddball friendly alliance won't hurt QUITE as badly as having five or six, however it quickly reaches the old unity values as you add in more members. This affects all relations, but it has a much, much more minor effect on more hostile standings.
Posted at Sun Sep 4 00:50:45 2011 UTC (13 years, 7 months, 15 days, 12 hours, 26 minutes, and 41 seconds ago)Added the LAG command to attempt to reduce the 30 times a day that a random person asks other players if they have lag and is told "no." The usual result of this command will be to report no lag because 99.999% of the time there is none. Enjoy it!
Posted at Tue Sep 6 00:26:53 2011 UTC (13 years, 7 months, 13 days, 12 hours, 50 minutes, and 33 seconds ago)All right, we'll bring something back into Conquest: Performance goals!
This doesn't really change much. As before, you're not in competition with the other alliances, and as before, what other alliances do has no bearing on how successful your alliance is. But, should an alliance choose to, they can get back some of those point and insurance level bonuses they used to enjoy. There are two levels of performance goals, based on how alliances typically perform.
Again, this is not about competition. If everyone works, then everyone's a winner! Alliance A meeting their goals has nothing to do with whether or not Alliance B does.
Like the original change, this is something that can be changed back with a flip of a switch, so we'll keep an eye on it. The purpose is to create another motivator without turning the game into a chore. Also, the previous full benefit of Conquest will still only show up in wartime.
Posted at Thu Sep 8 21:16:55 2011 UTC (13 years, 7 months, 10 days, 16 hours, and 31 seconds ago)By popular demand, the 'hands' command now exists. It will tell you what is in your hands with no extra fuss. Use it wisely.
Posted at Wed Sep 14 16:54:32 2011 UTC (13 years, 7 months, 4 days, 20 hours, 22 minutes, and 54 seconds ago)The announcement and changelog commands now ALWAYS have some output. Previously, if you were trying to pull up recent announcements/changelogs and there weren't any, it'd just not tell you anything, while a 'changelog/announcements new' would, which was kind of inconsistent, and hey, EVERYBODY likes more output on their screen.
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Posted at Fri Sep 16 10:14:24 2011 UTC (13 years, 7 months, 3 days, 3 hours, 3 minutes, and 2 seconds ago)Excellent news! Despite absolutely no demand, blindfolds are now functional! Sort of!
Posted at Fri Sep 23 19:29:31 2011 UTC (13 years, 6 months, 26 days, 17 hours, 47 minutes, and 55 seconds ago)Server changes SQ-0.1.14b2 -> SQ-0.2.2
The technical:
* Optimized the parser slightly. The verdict's still out on how much this will help, but it can't hurt.
* Changed the random number engine to one that's about 5% more efficient while producing higher quality random numbers.
* Vastly improved suspend accuracy.
* New built-in functions for a variety of tasks.
The non-technical version of the above:
* Faster code! Always a good thing!
* More random random numbers. This means that a ship probably won't ding your hull five times in a row. However, it's still possible. The old RNG tended to have long strings of the same number and this one tends to be, well, ~~~random~~~!
* Ships will probably move significantly faster in general.
* Shinies for hosts (and by extension (through the magic of trickle-down economics), players!)!
Posted at Sun Sep 25 11:50:11 2011 UTC (13 years, 6 months, 25 days, 1 hour, 27 minutes, and 15 seconds ago)Textmapping is now functional in battlesuits.
Posted at Sun Sep 25 20:56:11 2011 UTC (13 years, 6 months, 24 days, 16 hours, 21 minutes, and 15 seconds ago)A possible source of the ftl lag has been fixed.
Posted at Sun Sep 25 22:07:06 2011 UTC (13 years, 6 months, 24 days, 15 hours, 10 minutes, and 20 seconds ago)Server changes SQ-0.2.2 -> SQ-0.2.3
* Fixed two major crash bugs.
* Random number generation is about seven times more efficient.
Posted at Mon Sep 26 10:23:16 2011 UTC (13 years, 6 months, 24 days, 2 hours, 54 minutes, and 10 seconds ago)At long last, wrist and ankle restraints should be functional, with the RESTRAIN and UNRESTRAIN commands. They must be worn for this command to work. Accompanying this, you can now CLOTHE [person] IN [piece of clothing]. Being restrained limits your movements and allows people to freely do things to you that would usually require your permission. Use it with someone you're comfortable with! Thanks to everyone who flooded us with reports suggesting this!
Posted at Tue Sep 27 23:32:51 2011 UTC (13 years, 6 months, 22 days, 13 hours, 44 minutes, and 35 seconds ago)Updated destination finder code slightly to improve performance.
Posted at Sat Oct 1 17:28:10 2011 UTC (13 years, 6 months, 18 days, 19 hours, 49 minutes, and 16 seconds ago)'Tor' is now the shortest allowable alias for 'torpedo'.
Posted at Wed Oct 5 04:49:23 2011 UTC (13 years, 6 months, 15 days, 8 hours, 28 minutes, and 3 seconds ago)Feeding your felo bari meat from the megapod now counts as an exposure to bari.
Posted at Wed Oct 5 06:11:04 2011 UTC (13 years, 6 months, 15 days, 7 hours, 6 minutes, and 22 seconds ago)State of the Corps reports will no longer comment on Conquest wins that never happened.
The end-of-Conquest announcement will now properly state when your alliance has achieved one performance goal but not both.
Owners of insurance accounts which start the Conquest period already paid in full will not receive a billing notice.
Posted at Sat Oct 8 21:06:29 2011 UTC (13 years, 6 months, 11 days, 16 hours, 10 minutes, and 57 seconds ago)Server changes SQ-0.2.4 => SQ-0.3.1 - Oct 7 (f22c8e3)
* Idlers rejoice! The server now sends periodic keepalive packets. May not work in all cases, but it'll probably help out people who drop from the MOO periodically without text from the MOO.
* Sped up a few functions, including noise and isa() handling
* Rebased the server with Lambdamoo 1.8.4 (experimental) which...
- Fixed a ton of memory leaks.
- Fixed a code execution bug that would cause a for loop to be actually an infinite loop.
- Sped up ALL code execution through the magic of caching.
- Lots of other behind-the-scenes stuff that makes us run faster.
- Did some more changes of dubious utility! Yay!
Posted at Sun Oct 9 21:21:31 2011 UTC (13 years, 6 months, 10 days, 15 hours, 55 minutes, and 55 seconds ago)Excitement for advanced orgs! (CO 300+) Custom rooms are now available! These are rooms that station owners can design themselves with some limited staff intervention. These should be roleplay-centered rooms and will not provide any mechanical advantages. This is a way for each org to make their station unique and personalized! Enjoy!
Posted at Sun Oct 16 15:57:10 2011 UTC (13 years, 6 months, 3 days, 21 hours, 20 minutes, and 16 seconds ago)Sectors will no longer spawn more than a few asteroids.
Posted at Mon Oct 17 14:20:53 2011 UTC (13 years, 6 months, 2 days, 22 hours, 56 minutes, and 33 seconds ago)An exit in airforts has been messed up this whole time! That is now fixed.
Posted at Tue Oct 18 13:47:03 2011 UTC (13 years, 6 months, 1 day, 23 hours, 30 minutes, and 23 seconds ago)Heat wave ships will now only be of the same type as any already present. No more IFS jumping in to fight the Outsiders!
Posted at Sat Oct 22 04:01:15 2011 UTC (13 years, 5 months, 28 days, 9 hours, 16 minutes, and 11 seconds ago)Empty salvage containers will no longer be created.
Posted at Tue Oct 25 08:29:37 2011 UTC (13 years, 5 months, 25 days, 4 hours, 47 minutes, and 49 seconds ago)Do you end up saying things on channels that were meant for frequencies? Try the new 'metaf' command! No more embarrassing moments when you misspell an alias.
Posted at Tue Oct 25 11:04:23 2011 UTC (13 years, 5 months, 25 days, 2 hours, 13 minutes, and 3 seconds ago)AI ships will now be smarter about when and what to repair.
Posted at Thu Oct 27 01:58:08 2011 UTC (13 years, 5 months, 23 days, 11 hours, 19 minutes, and 18 seconds ago)Hanging paintings has been updated to work with other things from this century.
Posted at Sun Nov 6 00:24:53 2011 UTC (13 years, 5 months, 13 days, 12 hours, 52 minutes, and 33 seconds ago)Posters may now be hung on walls like paintings. Not sure why that wasn't already possible.
Posted at Sun Nov 6 00:34:10 2011 UTC (13 years, 5 months, 13 days, 12 hours, 43 minutes, and 16 seconds ago)A few minor changes to how wormhole jumping works:
Added notification of the sector names to each step in the jump sequence, for greater education about space geography.
Fixed a long-standing display bug where the ship would not properly announce when it was performing rapid linking (which results in reduced cost to your ship's charge and a faster jump time).
Altered the timing of linked jumps so that the first jump, not the final one, takes the longest.
Posted at Mon Nov 7 00:14:56 2011 UTC (13 years, 5 months, 12 days, 13 hours, 2 minutes, and 30 seconds ago)Jump sequences can now be aborted with the STOP command.
Posted at Mon Nov 7 00:29:15 2011 UTC (13 years, 5 months, 12 days, 12 hours, 48 minutes, and 11 seconds ago)Some changes to the new player point multiplier incentive, which encourages new players to join underpopulated alliances:
The maximum point multiplier is increased, which increases the overall incentive across the board.
The multiplier for small alliances (i.e., Mutuality), which is greatly affected by even one new player joining, is now multiplied accordingly, drastically increasing the incentive above what normal-sized alliances would get.
Posted at Mon Nov 7 01:07:26 2011 UTC (13 years, 5 months, 12 days, 12 hours, and 10 minutes ago)Unsent letters are now written in your handwriting! Penmanship enthousiasts rejoice!
Posted at Mon Nov 7 16:39:14 2011 UTC (13 years, 5 months, 11 days, 20 hours, 38 minutes, and 12 seconds ago)The EXPEL command now accepts words to match on; i.e., EXPEL GLOVE to get rid of the first spacesuit glove in your cargo hold.
Posted at Tue Nov 8 00:34:02 2011 UTC (13 years, 5 months, 11 days, 12 hours, 43 minutes, and 24 seconds ago)After a few reports about starship caps, we reviewed the code involved and found that it was, indeed, counting ships that it should not as applying toward the cap. This has been fixed and certain ships that were capped will become available shortly.
In addition, ships held by excessively inactive characters (no activity for a month or more) will no longer count toward the cap.
Posted at Wed Nov 9 16:00:36 2011 UTC (13 years, 5 months, 9 days, 21 hours, 16 minutes, and 50 seconds ago)Tied salvage op payout to an internal value which is tracked for each character known as "target maximum credits per hour." For most of you, this probably means little or no change. However, it will prevent, for example, cadets who are one day old from collecting paychecks of 150 million.
Posted at Sat Nov 12 15:59:43 2011 UTC (13 years, 5 months, 6 days, 21 hours, 17 minutes, and 43 seconds ago)Added organization station territories for the Mutuality and EAOS.
Organizations in alliances designed to be smaller will enjoy halved active member requirements for station upgrades.
Posted at Sat Nov 12 20:39:46 2011 UTC (13 years, 5 months, 6 days, 16 hours, 37 minutes, and 40 seconds ago)Fixed a bug with salvage op defender payout. Many apologies!
Posted at Sun Nov 13 02:52:57 2011 UTC (13 years, 5 months, 6 days, 10 hours, 24 minutes, and 29 seconds ago)Hit crediting in salvage ops and heat waves is now roughly eight hundred times faster. Or it may not work. We'll figure out which shortly.
Posted at Mon Nov 21 02:24:00 2011 UTC (13 years, 4 months, 29 days, 10 hours, 53 minutes, and 26 seconds ago)Communicators have gotten a behind the scenes rework. If anything seems weird about them, please feel free to report it!
Posted at Mon Nov 21 04:19:50 2011 UTC (13 years, 4 months, 29 days, 8 hours, 57 minutes, and 36 seconds ago)Ather Jammoa may now be hurled into trash cans.
Posted at Tue Nov 22 00:43:09 2011 UTC (13 years, 4 months, 28 days, 12 hours, 34 minutes, and 17 seconds ago)Moderately good news, everyone! By request, a second, optional wave of description details have been added to the game. You may choose from these, if you wish, by typing @DESC. Additionally, HELP DESCRIPTIONS has been added to document the character description system.
Posted at Wed Nov 23 18:32:56 2011 UTC (13 years, 4 months, 26 days, 18 hours, 44 minutes, and 30 seconds ago)Insurance for organization-owned ships should now work properly. All manual payments will be taken from the org's cash fund, but automatic payments will be taken each cycle from the insurance fund.
Posted at Thu Nov 24 16:28:23 2011 UTC (13 years, 4 months, 25 days, 20 hours, 49 minutes, and 3 seconds ago)Organization members can now launch any org ship regardless of their alliance, as long as they meet the point requirements.
Posted at Thu Nov 24 17:40:47 2011 UTC (13 years, 4 months, 25 days, 19 hours, 36 minutes, and 39 seconds ago)Organizations can now purchase an upgrade that allows them to rent ships to their members for a fee. Renting a ship provides a temporary key and halves the point requirements required to launch it for that member only.
Posted at Thu Nov 24 17:42:05 2011 UTC (13 years, 4 months, 25 days, 19 hours, 35 minutes, and 21 seconds ago)Held felo are no longer immune to hostile environments.
Posted at Thu Nov 24 18:40:34 2011 UTC (13 years, 4 months, 25 days, 18 hours, 36 minutes, and 52 seconds ago)Large ships get plenty of advantages, but small ships have few. This has now changed!
Small ship classes (fighters, flitters, scouts, corvettes, and destroyers) now enjoy varying levels of bonuses when fighting other small ships. Specifically, they will do increased damage to small ships and enjoy a reduced hull hit chance against small ships.
We are hoping that this will encourage a useful, specialized role for small ships in invasions and beacons, and encourage experienced pilots to use the right tool for the job.
Posted at Thu Nov 24 21:09:29 2011 UTC (13 years, 4 months, 25 days, 16 hours, 7 minutes, and 57 seconds ago)Felo lovers may now gaze towards the future with a mixture of joy and terror!
A rework of their innermost and most sacred logic has been completed. Their main logic now runs in one fourth to one fifth of the time it used to, hugely lightening their burden on the rest of the game and allowing for more complex behaviour. We're going to let them run like this for a couple of days to see if any weird bugs have been introduced while the old weird bugs were being ironed out. Please report any oddities!
Posted at Fri Nov 25 14:14:02 2011 UTC (13 years, 4 months, 24 days, 23 hours, 3 minutes, and 24 seconds ago)Renters of organization ships are no longer required to have the destruction fee on hand in order to rent a ship. However, the fee will be deducted regardless, even if it puts you into negative credits. This may be handled better in the future, but it will do for now!
Posted at Tue Nov 29 19:24:38 2011 UTC (13 years, 4 months, 20 days, 17 hours, 52 minutes, and 48 seconds ago)Your point display will now indicate vaguely if you are at or near your cap for each category. If you have a command point indicator, don't pay much attention to it.
Posted at Sat Dec 3 19:22:49 2011 UTC (13 years, 4 months, 16 days, 17 hours, 54 minutes, and 37 seconds ago)With nobody to watch them, holovids will turn themselves off out of loneliness and search for ice cream to cheer up.
Posted at Tue Dec 6 11:04:29 2011 UTC (13 years, 4 months, 14 days, 2 hours, 12 minutes, and 57 seconds ago)Changed ship component availability to be affected by alliance relations. This will not affect point levels, but does affect where you find the components. Some may have switched locations or disappeared altogether (but just for the moment). This change will become more important soon. Don't update your upgrade books yet!
Posted at Wed Dec 7 15:47:26 2011 UTC (13 years, 4 months, 12 days, 21 hours, and 30 minutes ago)Fans of punching rejoice! Your punching has been enhanced.
Posted at Thu Dec 8 20:35:16 2011 UTC (13 years, 4 months, 11 days, 16 hours, 42 minutes, and 10 seconds ago)That one salvage op bug may be fixed. You know the one.
Posted at Tue Dec 13 04:59:10 2011 UTC (13 years, 4 months, 7 days, 8 hours, 18 minutes, and 16 seconds ago)The salvage grapple has been altered. Pray I do not alter it again.
Posted at Tue Dec 13 05:44:48 2011 UTC (13 years, 4 months, 7 days, 7 hours, 32 minutes, and 38 seconds ago)We have altered PST to be the same as MST. We hope this simplifies things for everyone.
Posted at Sat Dec 17 23:19:53 2011 UTC (13 years, 4 months, 2 days, 13 hours, 57 minutes, and 33 seconds ago)The 'op' command now works while experiencing roundtime.
Posted at Wed Dec 21 08:54:01 2011 UTC (13 years, 3 months, 30 days, 4 hours, 23 minutes, and 25 seconds ago)Rental ship losses on your piloting record now decay around 4 times faster. Happy Annual Festive Holiday-Related Gift-Transferring Celebratory Event, players!
Posted at Sun Dec 25 15:48:06 2011 UTC (13 years, 3 months, 25 days, 21 hours, 29 minutes, and 20 seconds ago)Airforts are now destroyed with the ship they are inside.
Posted at Thu Dec 29 23:56:52 2011 UTC (13 years, 3 months, 21 days, 13 hours, 20 minutes, and 34 seconds ago)Added a Civilian Liaisons help file to explain the positions and publicize the current officeholders. You can assume the specifics are known ICly as general knowledge.
Posted at Mon Jan 2 19:15:11 2012 UTC (13 years, 3 months, 17 days, 18 hours, 2 minutes, and 15 seconds ago)Mules left empty above the Experimental Structure will no longer be pulled into the depths of its Bari-filled docking bay by well-meaning tugboats.
Posted at Tue Jan 3 01:01:13 2012 UTC (13 years, 3 months, 17 days, 12 hours, 16 minutes, and 13 seconds ago)Added some additional ship class characteristics; i.e., things that apply to all scouts, cruisers, etc.
New characteristics added are instantaneous speed (mostly mild penalties to larger ships -- it's an experiment) and maximum cruise speed (scouts have a large bonus here, for example).
These as well as the characteristics that were added before to boost small ships are now displayed in ship stores.
Apologies if your engine stats fluctuated for a few minutes. The speed bonus was being applied as the inverse for a little while!
Posted at Thu Jan 5 02:39:17 2012 UTC (13 years, 3 months, 15 days, 10 hours, 38 minutes, and 9 seconds ago)Alliance blacklists have changed somewhat!
In the past, they were effectively permanent and could make the game effectively unplayable!
No more!
Now, while they have a similar short term effect, at the beginning of every liaison term after the base time for the blacklist has elapsed there will be an opportunity for players to vote for or against unblacklisting. Democracy!
Posted at Thu Jan 5 04:44:06 2012 UTC (13 years, 3 months, 15 days, 8 hours, 33 minutes, and 20 seconds ago)Voices and Space Defense Captains can now view the blacklist for their alliance, as well as minimum time before blacklist renewal.
Posted at Thu Jan 5 14:11:21 2012 UTC (13 years, 3 months, 14 days, 23 hours, 6 minutes, and 5 seconds ago)Added HELP MISCONCEPTIONS along with HELP ROLEPLAYING. These files are intended to help people roleplay better, or at least know exactly what sort of character they're playing!
Posted at Fri Jan 6 09:00:33 2012 UTC (13 years, 3 months, 14 days, 4 hours, 16 minutes, and 53 seconds ago)The communications oddities should be fixed.
Posted at Fri Jan 13 00:47:20 2012 UTC (13 years, 3 months, 7 days, 12 hours, 30 minutes, and 6 seconds ago)In light of exploration creating a lot of uncharted sectors, sector purging has had a thorough going through. You may notice sectors not holding their debris for long if you leave them, so if you intend to clean up the mess after a beacon be sure to get it quickly! In this grand purge we recycled about six thousand sectors and twenty seven thousand objects.
Posted at Fri Jan 13 05:44:11 2012 UTC (13 years, 3 months, 7 days, 7 hours, 33 minutes, and 15 seconds ago)Asteroid mining stations no longer keep their logs for longer than a week.
Posted at Sat Jan 14 08:18:09 2012 UTC (13 years, 3 months, 6 days, 4 hours, 59 minutes, and 17 seconds ago)There is now a moderate reward just for exploring the new Glyphmaker stations! My best guess at retroactive compensation coming shortly!
Posted at Sat Jan 14 20:38:11 2012 UTC (13 years, 3 months, 5 days, 16 hours, 39 minutes, and 15 seconds ago)I ballsed up the points and point categories a bit. It should be better now!
Posted at Sat Jan 14 20:44:16 2012 UTC (13 years, 3 months, 5 days, 16 hours, 33 minutes, and 10 seconds ago)So, let's try something new!
The latest version of our MOO server uses a different memory allocation library, which, aside from being much faster, gives us a set of tools to measure resource usage in the server.
However, this may have unexpected behavior. Things seem to be going swimmingly at the moment, but who knows what the future may bring!
Posted at Sun Jan 15 17:22:49 2012 UTC (13 years, 3 months, 4 days, 19 hours, 54 minutes, and 37 seconds ago)By popular demand, workbench LIST and USE commands are now subdivided by licenses.
Posted at Sun Jan 15 20:25:35 2012 UTC (13 years, 3 months, 4 days, 16 hours, 51 minutes, and 51 seconds ago)Tepid news, everyone! The rift drive's gotten a bit of a behind the scenes rework. It's now much more efficient and the game should feel a lot smoother when there's more than a couple of people using it. This comes with the slight cost of maybe possibly making a mistake and making it possible for rift users to be lost in a neverending spiral of madness, unable to return to regular space. If you can distinguish this descent from your regular day-to-day life, good news! Assist and we'll sort you out.
Posted at Fri Jan 20 12:47:20 2012 UTC (13 years, 3 months, 30 minutes, and 6 seconds ago)Fixed a bug in the rift drive system that would make you and your ship to be lost in a neverending spiral of madness.
Posted at Fri Jan 20 17:37:45 2012 UTC (13 years, 2 months, 29 days, 19 hours, 39 minutes, and 41 seconds ago)Battlesuit refurbishment devices now repair battlesuits instead of destroying them.
Posted at Fri Jan 20 22:54:41 2012 UTC (13 years, 2 months, 29 days, 14 hours, 22 minutes, and 45 seconds ago)Some assorted robot bugs are solved. Exciting service robot options will be coming soon!
Posted at Mon Jan 23 00:20:30 2012 UTC (13 years, 2 months, 27 days, 12 hours, 56 minutes, and 56 seconds ago)Service robots are now somewhat functional! They have been programmed to learn THREE menial tasks! But they must first observe you performing these tasks yourself! Which tasks? Do something tedious and see if your robot learns!
Posted at Wed Jan 25 00:12:45 2012 UTC (13 years, 2 months, 25 days, 13 hours, 4 minutes, and 41 seconds ago)Books have been modified to save space. Also you're safe to write in them again! Please assist about any oddities or inconsistencies.
Posted at Wed Jan 25 05:15:22 2012 UTC (13 years, 2 months, 25 days, 8 hours, 2 minutes, and 4 seconds ago)Glyphs now transfer properly onto a newly purchased battlesuit.
Posted at Thu Jan 26 04:07:20 2012 UTC (13 years, 2 months, 24 days, 9 hours, 10 minutes, and 6 seconds ago)Dropping things inside mining sites is now significantly more difficult.
Posted at Thu Jan 26 12:55:21 2012 UTC (13 years, 2 months, 24 days, 22 minutes, and 5 seconds ago)Special battlesuits (that is, RATS suits) will now be treated as equals to other suits of the same tier in regards to ground mission balance, particularly enemy armament. This means that bringing a RATS suit along will not make the mission harder.
Posted at Thu Jan 26 22:45:46 2012 UTC (13 years, 2 months, 23 days, 14 hours, 31 minutes, and 40 seconds ago)Dropped, shattered items will now get shoved into the trash system that trash cans and sanitation drones use instead of being destroyed immediately.
Posted at Fri Jan 27 01:12:59 2012 UTC (13 years, 2 months, 23 days, 12 hours, 4 minutes, and 27 seconds ago)Charge boosters are now slightly more charge boosting than before.
Posted at Sat Jan 28 05:49:22 2012 UTC (13 years, 2 months, 22 days, 7 hours, 28 minutes, and 4 seconds ago)The QUIT alias has been removed from courier companies' RESIGN command to eliminate command conflict.
Posted at Sat Feb 4 18:14:52 2012 UTC (13 years, 2 months, 14 days, 19 hours, 2 minutes, and 34 seconds ago)Fixed a bug that could interfere with using nomination and voting machines.
Posted at Mon Feb 6 00:44:23 2012 UTC (13 years, 2 months, 13 days, 12 hours, 33 minutes, and 3 seconds ago)Nomination machines are now fully armed and operational.
Posted at Tue Feb 7 05:45:49 2012 UTC (13 years, 2 months, 12 days, 7 hours, 31 minutes, and 37 seconds ago)Artifact containers are now slightly more well behaved.
Posted at Sun Feb 12 23:08:28 2012 UTC (13 years, 2 months, 6 days, 14 hours, 8 minutes, and 58 seconds ago)Flightbags no longer accept things that aren't spacesuits, suit jets, or navaids.
Posted at Mon Feb 13 17:30:27 2012 UTC (13 years, 2 months, 5 days, 19 hours, 46 minutes, and 59 seconds ago)Felo chow has been fortified with paper for enhanced informative qualities.
Posted at Fri Feb 17 20:13:59 2012 UTC (13 years, 2 months, 1 day, 17 hours, 3 minutes, and 27 seconds ago)Pathing for felo and robots has been improved.
Posted at Wed Feb 22 01:51:19 2012 UTC (13 years, 1 month, 28 days, 11 hours, 26 minutes, and 7 seconds ago)Okay, now pathing really works. Or it should. Please assist if your robot or felo decide to go in imaginary directions, through walls, or begin smearing your ship in custard.
Posted at Wed Feb 22 02:07:56 2012 UTC (13 years, 1 month, 28 days, 11 hours, 9 minutes, and 30 seconds ago)The issue with simulated ships constantly powering down their weapons should be solved. Also, they should no longer bother you with notices about how their power is depleted.
Posted at Sat Mar 3 23:50:58 2012 UTC (13 years, 1 month, 17 days, 13 hours, 26 minutes, and 28 seconds ago)Exploding ships will now spew the contents of their storage holds around haphazardly.
Posted at Sun Mar 11 00:03:18 2012 UTC (13 years, 1 month, 10 days, 13 hours, 14 minutes, and 8 seconds ago)Fixed an issue with limited production starships.
Posted at Sun Mar 11 00:32:37 2012 UTC (13 years, 1 month, 10 days, 12 hours, 44 minutes, and 49 seconds ago)Organizations are now required to remain qualified to own their space stations and certain upgrades.
Posted at Sun Mar 11 15:56:30 2012 UTC (13 years, 1 month, 9 days, 21 hours, 20 minutes, and 56 seconds ago)Organizations being transferred to a new alliance when the founder retires is an unintended effect and will not occur.
Posted at Tue Apr 3 19:02:20 2012 UTC (13 years, 16 days, 18 hours, 15 minutes, and 6 seconds ago)I am going to rebalance salvage op payouts once and for all! But not today.
Interim change: Salvage ops have had a silly tendency to pay better the longer they go on, which is rather the opposite of what we'd prefer to encourage. This was an unintended effect of the change that capped payout for less experienced players. This has been changed so that certain appropriate payout caps are still in place, but the degree of payout should be unaffected by the length of the op. This means that efficiency is good!
This is temporary. Changes are planned to further alter how payout works, to ensure that all participants get predictable and appropriately proportionate pay. Also, we'll be looking at the defender's role and trying to strike a balance between too busy and too boring ops.
Posted at Mon May 7 23:47:22 2012 UTC (12 years, 11 months, 13 days, 13 hours, 30 minutes, and 4 seconds ago)Fixed a bug which has been preventing some AI starship gunners from firing properly.
Posted at Sun May 13 00:15:25 2012 UTC (12 years, 11 months, 8 days, 13 hours, 2 minutes, and 1 second ago)Some bugs in movefix and a bug regarding landing on stations owned by a non-existant org have been fixed.
Posted at Fri May 18 07:36:04 2012 UTC (12 years, 11 months, 3 days, 5 hours, 41 minutes, and 22 seconds ago)Space battle rebalancing and additions!
- Difficult beacons are now very slightly more difficult.
- Very difficult beacons are somewhat easier, in the realm of "possible without necessarily having the gods on your side, though it helps."
- The reward for completing very difficult beacons has been reduced accordingly.
- Winning a minor skirmish now earns you a bit of extra money and points, though not during salvage ops, since there is already extra bounty there.
These things may be tweaked further in the near future.
Posted at Sat May 19 18:40:49 2012 UTC (12 years, 11 months, 1 day, 18 hours, 36 minutes, and 37 seconds ago)Fixed a bug where salvage op participants could, in fact, receive minor skirmish credit.
Posted at Thu May 24 00:49:39 2012 UTC (12 years, 10 months, 25 days, 12 hours, 27 minutes, and 47 seconds ago)Server changelog for this most recent downtime:
* Sped up lists somewhat.
* Added debugging hooks.
What this means to you, the player: More faster better!
Posted at Sun Jun 17 11:41:37 2012 UTC (12 years, 10 months, 1 day, 1 hour, 35 minutes, and 49 seconds ago)Stamps are now washed away by showers. Also, a collection of malformed stamps have been removed.
Posted at Wed Jul 4 05:59:44 2012 UTC (12 years, 9 months, 15 days, 7 hours, 17 minutes, and 42 seconds ago)A tricky edge case in Teslatown battlesuit handling should be slightly less weird.
Posted at Wed Jul 4 11:20:59 2012 UTC (12 years, 9 months, 15 days, 1 hour, 56 minutes, and 27 seconds ago)The message when your starship is hit will now be specific to the weapon you were hit by. This will let you familiarize yourself with which enemy uses which weapons, tell your engineer what to resist against, and, most of all, give some character to these weapons and describe a bit about what they're actually like.
Posted at Sat Jul 14 13:45:51 2012 UTC (12 years, 9 months, 4 days, 23 hours, 31 minutes, and 35 seconds ago)The message for a naval response to a sector without anything for them to launch from is now very slightly different.
Posted at Sat Jul 14 22:12:00 2012 UTC (12 years, 9 months, 4 days, 15 hours, 5 minutes, and 26 seconds ago)Naval responses in PvP (as well as other things tuned to the number of players online) now appropriately take into account idling players.
Posted at Mon Jul 16 01:13:53 2012 UTC (12 years, 9 months, 3 days, 12 hours, 3 minutes, and 33 seconds ago)Fixed an exploit that would allow ships to remain powered up while traveling through the riftflow.
Posted at Mon Jul 16 05:04:04 2012 UTC (12 years, 9 months, 3 days, 8 hours, 13 minutes, and 22 seconds ago)The POINTS command is now less susceptible to misleading rounding.
Posted at Mon Jul 16 20:41:40 2012 UTC (12 years, 9 months, 2 days, 16 hours, 35 minutes, and 46 seconds ago)Minor combat changes.
- Increased the glancing chance and reduced the critical and effect chance of long-range weapons.
- Increased the effect chance of disarming and disabling bolts with the effects you would expect.
Posted at Wed Jul 18 20:06:16 2012 UTC (12 years, 9 months, 17 hours, 11 minutes, and 10 seconds ago)Added a FILTER command to starship control rooms. Currently this has just one option: toggling ship-to-ship attack messages.
Posted at Thu Jul 19 17:12:45 2012 UTC (12 years, 8 months, 30 days, 20 hours, 4 minutes, and 41 seconds ago)Starship distress calls now have a function, and have gained a quick DISTRESS command in addition to the option that already existed under the GENERAL command.
Posted at Fri Jul 20 17:13:03 2012 UTC (12 years, 8 months, 29 days, 20 hours, 4 minutes, and 23 seconds ago)Naval units assigned to org territories will now, in some circumstances, protect ships belonging to org members even if they otherwise wouldn't!
Posted at Fri Jul 20 17:27:36 2012 UTC (12 years, 8 months, 29 days, 19 hours, 49 minutes, and 50 seconds ago)Target Tracking Array Update
As many starship owners are already aware, the higher tier target tracking components have traditionally been all but useless, because a certain mid-tier component provided the one benefit that mattered. Target tracking components have long gone unloved, because there just wasn't much we could do to quantify their performance.
Until now!
Target tracking components now have two additional stats: near target retention and far target retention. These measure the tendency of your TT component to continue tracking the target when it moves, rather than simply losing it and then requiring a few seconds of recalibration before again reporting tracking information.
What does this accomplish? It requires both pilots and gunners to be just a bit more on their toes, without perfect tracking available as a crutch. It also allows TT components to have a clear progression with varying tradeoffs, like every other type of component.
Near target retention is very high or maximized on all components, so this will not be too much of an annoyance. Far target retention, however, will be very important for those long-range trackers that you all love so very much, and will serve to balance out their very great benefit.
Please send a report if this new system does not appear to be functioning as it should!
Posted at Sat Jul 21 22:09:31 2012 UTC (12 years, 8 months, 28 days, 15 hours, 7 minutes, and 55 seconds ago)A little help for people with ships without wormhole drives!
You can now transfer between a tugboat and the ship it's tugging as in a normal docking.
You can now use the untug command from inside the ship that's being tugged.
Tugboats which cease tugging and are completely empty of crew will automatically return from whence they launched, assuming that was a regular landing pad or docking bay.
This combination of changes will let players move around FTL-less ships with a little extra logistics.
Posted at Sun Jul 22 16:04:52 2012 UTC (12 years, 8 months, 27 days, 21 hours, 12 minutes, and 34 seconds ago)Added some more player feedback relating to a mechanic added like a week ago or so!
Posted at Sun Jul 22 22:54:27 2012 UTC (12 years, 8 months, 27 days, 14 hours, 22 minutes, and 59 seconds ago)Besieged sectors are now only attacked by one enemy group at a time.
Posted at Sun Jul 22 22:57:13 2012 UTC (12 years, 8 months, 27 days, 14 hours, 20 minutes, and 13 seconds ago)Some more minor siege changes.
- The maximum siege size is slightly larger.
- Sieges happen slightly more often, to balance the following point.
- Sieges now slowly ramp up in size. The initial siege after the announcement will be small, but they'll get progressigely larger as time goes on.
Posted at Sun Jul 22 23:18:02 2012 UTC (12 years, 8 months, 27 days, 13 hours, 59 minutes, and 24 seconds ago)Sieges also now happen somewhat more often.
Posted at Sun Jul 22 23:22:42 2012 UTC (12 years, 8 months, 27 days, 13 hours, 54 minutes, and 44 seconds ago)You can now burn letters.
Posted at Tue Jul 24 01:58:36 2012 UTC (12 years, 8 months, 26 days, 11 hours, 18 minutes, and 50 seconds ago)Fixed a Mutuality starship store which had higher tier components than any other alliance.
Posted at Tue Jul 24 22:57:47 2012 UTC (12 years, 8 months, 25 days, 14 hours, 19 minutes, and 39 seconds ago)Some small organization additions!
Introducing ORGWHO. It's like regular who, but with orgs!
ORGWHO uses communicator tags! I pre-populated orgs with tags, but you can change them with a new org proposal if you don't like yours.
Trustee offices now have a terminal which can be used to push comm notices to org members.
Last but not least, by popular demand, battlesuit outfitters are now available as a command station upgrade. For balance reasons, these won't provide any discounts, but they do provide convenience!
Posted at Tue Jul 24 23:31:44 2012 UTC (12 years, 8 months, 25 days, 13 hours, 45 minutes, and 43 seconds ago)Fixed an issue that would cause newly created players to have lower case alliance tags in WHO
Posted at Thu Jul 26 01:09:31 2012 UTC (12 years, 8 months, 24 days, 12 hours, 7 minutes, and 56 seconds ago)There are now extra provisions against nonpilots and cadets being able to wriggle their way into organisations.
Posted at Thu Jul 26 19:39:57 2012 UTC (12 years, 8 months, 23 days, 17 hours, 37 minutes, and 30 seconds ago)Changed the wording of the 'sector is under siege' announcements to help alleviate confusion.
Posted at Fri Jul 27 23:16:21 2012 UTC (12 years, 8 months, 22 days, 14 hours, 1 minute, and 6 seconds ago)ORGWHO now colours organizations with the colour of the organization's affliated alliance.
Posted at Fri Jul 27 23:29:58 2012 UTC (12 years, 8 months, 22 days, 13 hours, 47 minutes, and 29 seconds ago)People who aren't in orgs now show their alliance's colours in ORGWHO.
Posted at Fri Jul 27 23:31:21 2012 UTC (12 years, 8 months, 22 days, 13 hours, 46 minutes, and 6 seconds ago)A few changes to FTL tracers!
- Tracing now states the class of the ship (like 'corvette'), similar to flight control.
- Worded traces a bit differently to make them look less awkward.
- Sectors in traces now also state their security level.
Posted at Sat Jul 28 00:13:10 2012 UTC (12 years, 8 months, 22 days, 13 hours, 4 minutes, and 17 seconds ago)Automatic belt management now automatically shuts off if you haven't been active in a week or more.
Posted at Sat Jul 28 03:25:24 2012 UTC (12 years, 8 months, 22 days, 9 hours, 52 minutes, and 3 seconds ago)On Mutuality asteroid mining sites, compensation is now based off of the cycle instead of the hour.
Posted at Mon Jul 30 22:42:28 2012 UTC (12 years, 8 months, 19 days, 14 hours, 34 minutes, and 59 seconds ago)Some more belt station changes!
- Your employees will no longer automatically work past a certain level of unpaid salaries.
- Your employees will leave near that point, based on certain factors.
- You will get comm notices warning you of your employees being disgruntled.
Posted at Tue Jul 31 01:29:01 2012 UTC (12 years, 8 months, 19 days, 11 hours, 48 minutes, and 26 seconds ago)Wartime Conquest mode now triggers if any two alliances are at a cease fire or have no diplomatic relations, in addition to a state of actual war.
Posted at Tue Jul 31 04:41:11 2012 UTC (12 years, 8 months, 19 days, 8 hours, 36 minutes, and 16 seconds ago)In response to player feedback, we've changed how org unity works. In general, if you have an organization comprised of three or more alliances, your unity should be slightly higher overall.
Posted at Tue Jul 31 04:52:04 2012 UTC (12 years, 8 months, 19 days, 8 hours, 25 minutes, and 23 seconds ago)Just as a fun test, while we're changing everything up: We've reenabled getting evasion credit in a ship with a combination control/weapons room.
This might make point gain a bit TOO crazy, so we'll be watching it closely in the near future.
Posted at Tue Jul 31 05:09:29 2012 UTC (12 years, 8 months, 19 days, 8 hours, 7 minutes, and 58 seconds ago)Salvage op response is now entirely based on the grade of nearby debris. This change was actually performed a week or two ago, but I don't think anyone noticed.
Salvage ops will now determine an ideal number of defenders and modify the defender payout based on how this compares to the actual defense strength used. This means that more efficient ops will have an appropriate level of defense rather than an overloaded one. The idea is to stop making eight people in a cruiser rich from destroying scouts and destroyers.
An appropriate level of defense is roughly equivalent to the strength of the ships you're used to facing on your ops.
We'll be watching this for balance issues.
Posted at Tue Jul 31 05:20:26 2012 UTC (12 years, 8 months, 19 days, 7 hours, 57 minutes, and 1 second ago)Leaving employees now leave a belt management station log as well as a comm notice.
Posted at Tue Jul 31 06:33:41 2012 UTC (12 years, 8 months, 19 days, 6 hours, 43 minutes, and 46 seconds ago)Fixed a bug that prevented the knowledge and experience commands from calculating properly.
Posted at Tue Jul 31 06:47:11 2012 UTC (12 years, 8 months, 19 days, 6 hours, 30 minutes, and 16 seconds ago)Good news! Mail room code has changed for the first time in over a decade! Mail will no longer come out in a bin if you're only receiving one item.
Posted at Tue Jul 31 14:26:35 2012 UTC (12 years, 8 months, 18 days, 22 hours, 50 minutes, and 52 seconds ago)Ships in a sector under siege now no longer jump out due to a lack of response.
Posted at Tue Jul 31 22:20:22 2012 UTC (12 years, 8 months, 18 days, 14 hours, 57 minutes, and 5 seconds ago)You will no longer be notified of your employees being disgruntled if you have no more employees to disgrunt.
Posted at Wed Aug 1 02:15:25 2012 UTC (12 years, 8 months, 18 days, 11 hours, 2 minutes, and 2 seconds ago)Certain shops (notably the communicator shop, but not limited to the communicator shop) should now avoid truncating the names of long items on menus.
Posted at Wed Aug 1 10:18:15 2012 UTC (12 years, 8 months, 18 days, 2 hours, 59 minutes, and 12 seconds ago)Fixed an exploit which allowed RATS nests to spawn without having to search for them.
Posted at Wed Aug 1 20:15:21 2012 UTC (12 years, 8 months, 17 days, 17 hours, 2 minutes, and 6 seconds ago)The changelog should now be properly ordered once more.
Posted at Thu Aug 2 02:19:40 2012 UTC (12 years, 8 months, 17 days, 10 hours, 57 minutes, and 47 seconds ago)Engineering/Weapons Room Ship Having Pilot Types rejoice! You can now use the GRIDS command to get the information that engineers normally see in WEAPONS! Engineers can also use GRIDS, but they're not entirely forced to. And no, you won't have to worry about it getting changed to AIDS in a few years.
Posted at Fri Aug 3 05:59:23 2012 UTC (12 years, 8 months, 16 days, 7 hours, 18 minutes, and 4 seconds ago)Initiating a jump will now clear a pending STOP command. This means that your ship should no longer abort after the first jump for no apparent reason when you have recently used the STOP command but do not remember doing so.
Posted at Fri Aug 3 23:04:30 2012 UTC (12 years, 8 months, 15 days, 14 hours, 12 minutes, and 57 seconds ago)Added some cleanup tasks for communicator notices. Generally, this means that looking at your communicator to see the notices should execute much faster.
Posted at Sat Aug 4 06:14:40 2012 UTC (12 years, 8 months, 15 days, 7 hours, 2 minutes, and 47 seconds ago)Fixed a bug with requesting docking permission from landing pads and docking bays.
Posted at Sat Aug 4 15:13:13 2012 UTC (12 years, 8 months, 14 days, 22 hours, 4 minutes, and 14 seconds ago)Changed a few things with routing. Needless to say, if you encounter something weird about routing, fire off a report to us! Thanks.
Posted at Mon Aug 6 06:05:47 2012 UTC (12 years, 8 months, 13 days, 7 hours, 11 minutes, and 40 seconds ago)Sieges and the like are now influenced by conquest! To explain, based on your performance goals (or conquest standing), enemies will be more hesitant to attack, due to the stronger naval presence.
Posted at Mon Aug 6 07:12:05 2012 UTC (12 years, 8 months, 13 days, 6 hours, 5 minutes, and 22 seconds ago)Fixed an issue where glyph stations, among five or six various other things, wouldn't spawn properly!
Posted at Mon Aug 6 18:09:24 2012 UTC (12 years, 8 months, 12 days, 19 hours, 8 minutes, and 3 seconds ago)Newsfeed aggregators will no longer tell you that there are unread headlines if you are out of communications range.
Posted at Tue Aug 7 10:34:29 2012 UTC (12 years, 8 months, 12 days, 2 hours, 42 minutes, and 58 seconds ago)ORGUSERS now works as an alias to the ORGWHO command.
Posted at Tue Aug 7 10:42:16 2012 UTC (12 years, 8 months, 12 days, 2 hours, 35 minutes, and 11 seconds ago)Ships that are entering the rift now send out a different report than just the standard 'jump out' message. The ship also reports departures from rift space differently from a standard jump in.
Posted at Tue Aug 7 13:47:46 2012 UTC (12 years, 8 months, 11 days, 23 hours, 29 minutes, and 41 seconds ago)Modified how salvage op attacks work, in particularly the frequency. Overall, the frequency of attacks on salvage ops should be much more consistent. If you find salvage op attacks to be too frequent or not frequent enough, give us some feedback.
Posted at Thu Aug 9 07:04:58 2012 UTC (12 years, 8 months, 10 days, 6 hours, 12 minutes, and 29 seconds ago)Organization official frequencies will now get alert messages on their official frequencies, in addition to the messages on their sponsor alliance's sector status channel.
Posted at Fri Aug 10 01:43:24 2012 UTC (12 years, 8 months, 9 days, 11 hours, 34 minutes, and 3 seconds ago)Introducing..... A NEW AND EXCITING FEATURE TO FLIGHT CONTROL SCANNERS!
You can now tune your scanner to your organization's tuner, which will give flight control for your organization's sectors ONLY. Even if you aren't a member of the patron alliance!
Posted at Fri Aug 10 08:51:08 2012 UTC (12 years, 8 months, 9 days, 4 hours, 26 minutes, and 19 seconds ago)If you lack an organization and you're set to the org tuner, you'll get public flight control instead.
Posted at Fri Aug 10 09:01:42 2012 UTC (12 years, 8 months, 9 days, 4 hours, 15 minutes, and 45 seconds ago)Policy 14: Roleplay-Related Minievents has been rewritten with no major policy changes but slightly more detail.
Posted at Fri Aug 10 19:33:22 2012 UTC (12 years, 8 months, 8 days, 17 hours, 44 minutes, and 5 seconds ago)A couple of changes to tighten controls on organization-owned ships. Some people may not like this, but it must be done!
- Alliance-specific ships are no longer able to be launched if no pilot from that alliance is a member of the organization. This does not affect ships produced by neutral entities, such as transports.
- The medium transports that we all know and love now have their point restrictions enforced when one attempts to launch them. This prevents the practice of loaning them to newbies. If organization-owned, they can be rented for halved point requirements like all other rented ships.
If you see this affecting any ships it shouldn't, please send a report!
Posted at Fri Aug 10 20:58:05 2012 UTC (12 years, 8 months, 8 days, 16 hours, 19 minutes, and 22 seconds ago)Tandem Pact member nations rejoice, the riftdrive now displays in light-mincycles per seccycle instead of dirty minutes and seconds.
Posted at Fri Aug 10 22:37:07 2012 UTC (12 years, 8 months, 8 days, 14 hours, 40 minutes, and 20 seconds ago)Distress calls in org station sectors are now broadcast to the official org frequency.
Posted at Sat Aug 11 00:41:34 2012 UTC (12 years, 8 months, 8 days, 12 hours, 35 minutes, and 53 seconds ago)Distress calls should now work in neutral or unclaimed space.
Posted at Sat Aug 11 00:46:58 2012 UTC (12 years, 8 months, 8 days, 12 hours, 30 minutes, and 29 seconds ago)Since ships with a seized drive can't jump, they now will no longer rout while the drive is seized.
Posted at Sat Aug 11 01:32:25 2012 UTC (12 years, 8 months, 8 days, 11 hours, 45 minutes, and 2 seconds ago)Sieges now report when they're breaking, and ships in a broken siege now rout individually, as opposed to in a giant group.
Posted at Sat Aug 11 04:44:50 2012 UTC (12 years, 8 months, 8 days, 8 hours, 32 minutes, and 37 seconds ago)Fixed a couple of bugs in component distribution which caused some components to be unintentionally unavailable to the Mutuality, and a higher tier Mutuality target tracker to be unintentionally available to other alliances.
Posted at Sun Aug 12 01:12:49 2012 UTC (12 years, 8 months, 7 days, 12 hours, 4 minutes, and 38 seconds ago)Metachannel communicators have been taught to love and count (very slowly) to two billion. Please be gentle with their new capabilities.
Posted at Sun Aug 12 02:07:05 2012 UTC (12 years, 8 months, 7 days, 11 hours, 10 minutes, and 22 seconds ago)Adjusted routing effects on pirate activity.
Posted at Sun Aug 12 05:22:33 2012 UTC (12 years, 8 months, 7 days, 7 hours, 54 minutes, and 54 seconds ago)Tweaked salvage op responses somewhat - should be slightly smaller.
Posted at Sun Aug 12 05:50:26 2012 UTC (12 years, 8 months, 7 days, 7 hours, 27 minutes, and 1 second ago)Rift locations in certain ships (mostly Mutuality ships) now shows the speed of light over some form of cycle based distances (I.E. a light-grand cycle or light-mincycle)
Posted at Mon Aug 13 04:16:27 2012 UTC (12 years, 8 months, 6 days, 9 hours, and 1 minute ago)Only ships PRODUCED by the Mutuality will show their time systems in cycles, as opposed to every Mutuality controlled ship.
Posted at Mon Aug 13 04:20:34 2012 UTC (12 years, 8 months, 6 days, 8 hours, 56 minutes, and 53 seconds ago)The mileage command and beacon locator now work in cycles, if the ship is cycle-based.
Posted at Mon Aug 13 04:28:00 2012 UTC (12 years, 8 months, 6 days, 8 hours, 49 minutes, and 27 seconds ago)Mileage and the like now properly shows distances greater than a light-minute.
Posted at Mon Aug 13 04:39:39 2012 UTC (12 years, 8 months, 6 days, 8 hours, 37 minutes, and 48 seconds ago)The six year old bug of skimming out or into a sector being referred to as jumping out or into a sector has been fixed! Enjoy your slightly less spammy sector stuff.
Posted at Mon Aug 13 09:45:52 2012 UTC (12 years, 8 months, 6 days, 3 hours, 31 minutes, and 35 seconds ago)Some minor changes in space:
- Added a new border - Mutuality Space: The Arm. For, well... The Arm! You'll see it in your starmap instead of [Mutuality Space].
- Expanded the Mutuality's borders to properly encompass Mutuality Space. Note that this does NOT include Farport.
- Re-averaged the Cross region and expanded it slightly. It's little enough that you probably won't actually notice!
- Did the same thing with Gateway.
- Added another new border - Mutuality Frontier: Farport. It's mostly just Farport and the area immediately around it.
- Renamed Sector H-70 to The Arm. This is, regrettably, a retcon. Treat it as such!
- Relocated Pital. See OOC/Comedy.
If you see any weirdness, like being in The Arm while you're actually off in Jinu space, send us a report.
Posted at Mon Aug 13 11:11:30 2012 UTC (12 years, 8 months, 6 days, 2 hours, 5 minutes, and 57 seconds ago)During the Newspace change oh so long ago, quantum skim accelerators were neglected and mostly quickly adjusted to work within the new system.
It turns out that it was actually running unintentionally slow! So, in the name of efficiency we've modified skims to where they at their intended speed, which also coincidentally makes the code run faster! Mind you, it's not a huge speed change, but if you use the skim regularly enough, you'll probably notice the amazing time savings!
Posted at Mon Aug 13 11:52:26 2012 UTC (12 years, 8 months, 6 days, 1 hour, 25 minutes, and 1 second ago)Ticul got the Pital Treatment (tm).
Posted at Mon Aug 13 12:15:39 2012 UTC (12 years, 8 months, 6 days, 1 hour, 1 minute, and 48 seconds ago)Another change that you wouldn't have noticed had I not announced it! The "Human Interalliance Space" region is now closer to the center of non-Mutuality human space.
Posted at Mon Aug 13 12:24:38 2012 UTC (12 years, 8 months, 6 days, 52 minutes, and 49 seconds ago)Metachannel communicators have learned to conjugate their verbs.
Posted at Mon Aug 13 12:43:00 2012 UTC (12 years, 8 months, 6 days, 34 minutes, and 27 seconds ago)A new comm notice has been added to alert you to new episodes of your favorite HV shows.
Posted at Mon Aug 13 15:33:53 2012 UTC (12 years, 8 months, 5 days, 21 hours, 43 minutes, and 34 seconds ago)A new Starship Amenities help file has been created to finally document the all-important ship's head. It also describes some new and exciting living quarters functionality. Please report any oddities, such as entering your living quarters shower and ending up in Jinu space.
Posted at Tue Aug 14 21:18:59 2012 UTC (12 years, 8 months, 4 days, 15 hours, 58 minutes, and 28 seconds ago)Fixed a few bugs with 'siege broken' announcements.
Posted at Wed Aug 15 04:26:40 2012 UTC (12 years, 8 months, 4 days, 8 hours, 50 minutes, and 47 seconds ago)The operator symbol (XX) on a mining site map is now removed once you exit the virtual representation of the mining site.
Posted at Wed Aug 15 08:50:37 2012 UTC (12 years, 8 months, 4 days, 4 hours, 26 minutes, and 50 seconds ago)Cylical time users rejoice, shortened versions of time reports that are only supposed to show the date, now show the date as well as the cycle, instead of the full date and the subcycle/mincycle/seccycle section of the cycle report.
Posted at Wed Aug 15 10:43:35 2012 UTC (12 years, 8 months, 4 days, 2 hours, 33 minutes, and 52 seconds ago)Mutuality civilian liaisons rejoice, your reports now only mention the cycle and subcycle count, as opposed to smaller than cycle units of time.
Posted at Wed Aug 15 10:46:16 2012 UTC (12 years, 8 months, 4 days, 2 hours, 31 minutes, and 11 seconds ago)Courier ships should now be able to launch without worrying about petty licensing constraints, as GhazPORK cares not for licensing restrictions.
Posted at Wed Aug 15 12:18:37 2012 UTC (12 years, 8 months, 4 days, 58 minutes, and 50 seconds ago)Organization insurance issues should, hopefully, be fixed. The ATM should reflect changes in balance when you make a payment, and the organization money set aside for insurance should decrease by your payment amount every billing cycle. If your organization currently owes a balance, or ever does in the future, you will need to make a manual payment. It will not catch you up automatically. Please report anything that doesn't appear to be working as it should.
Posted at Wed Aug 15 18:26:27 2012 UTC (12 years, 8 months, 3 days, 18 hours, and 51 minutes ago)Flightbags have very belatedly been updated to use the new clothing system and should cease to have weird issues.
Posted at Wed Aug 15 18:34:41 2012 UTC (12 years, 8 months, 3 days, 18 hours, 42 minutes, and 46 seconds ago)Objects will now report their location when you look at them, if they're inside a bag. You're welcome.
Posted at Wed Aug 15 18:42:30 2012 UTC (12 years, 8 months, 3 days, 18 hours, 34 minutes, and 57 seconds ago)On average, sectors under siege will now have their first incoming wave sooner.
Posted at Thu Aug 16 01:13:06 2012 UTC (12 years, 8 months, 3 days, 12 hours, 4 minutes, and 21 seconds ago)Felo now have differing food requirements. In addition, certain felo (notably normal felo) are more effective at stopping the Bari menace.
Posted at Thu Aug 16 11:35:55 2012 UTC (12 years, 8 months, 3 days, 1 hour, 41 minutes, and 32 seconds ago)Some new and interesting 'mutations' have popped up in your nearby lovable hyperevolutionary xenobiological lifeforms!
Posted at Thu Aug 16 12:35:52 2012 UTC (12 years, 8 months, 3 days, 41 minutes, and 35 seconds ago)Rejoice! Spent stun cartridges are now totally salvagable on workbenches!
Posted at Thu Aug 16 21:18:40 2012 UTC (12 years, 8 months, 2 days, 15 hours, 58 minutes, and 47 seconds ago)Updated HELP CREDIT CHIPS with a little-known feature!
Posted at Fri Aug 17 01:11:12 2012 UTC (12 years, 8 months, 2 days, 12 hours, 6 minutes, and 15 seconds ago)The knowledge and experience commands have changed slightly!
* They now show more categories of points.
* They now properly categorize point categories that have give multiple categories of points.
Posted at Fri Aug 17 02:25:30 2012 UTC (12 years, 8 months, 2 days, 10 hours, 51 minutes, and 57 seconds ago)Added a couple of new room types to Residential Structure apartments. Fixed a couple of bugs with repurposing.
Posted at Fri Aug 17 04:33:15 2012 UTC (12 years, 8 months, 2 days, 8 hours, 44 minutes, and 12 seconds ago)Fixed the RESIDENTS command.
Redecoration drones should now play well with the new apartment system.
Posted at Fri Aug 17 05:19:43 2012 UTC (12 years, 8 months, 2 days, 7 hours, 57 minutes, and 44 seconds ago)Fixed an issue relating to routing and beacon drops. In the future, if similar bugs arise, if you stay in the sector in the ship you did the drop in and assist, we can get you a full payout. Otherwise, well, there's not much we can do!
Posted at Fri Aug 17 08:55:37 2012 UTC (12 years, 8 months, 2 days, 4 hours, 21 minutes, and 50 seconds ago)Fixed an issue relating to naval responses and routing.
Posted at Fri Aug 17 08:59:13 2012 UTC (12 years, 8 months, 2 days, 4 hours, 18 minutes, and 14 seconds ago)Fixed an issue relating to old fixed spawns (which you can still get in certain situations) and routing, however unlikely it is for somebody to get into such a situation!
Posted at Fri Aug 17 09:00:55 2012 UTC (12 years, 8 months, 2 days, 4 hours, 16 minutes, and 32 seconds ago)One more for the road: Fixed an issue with wave-based host-initiated invasions and routing.
Posted at Fri Aug 17 09:02:08 2012 UTC (12 years, 8 months, 2 days, 4 hours, 15 minutes, and 19 seconds ago)Fixed a rather critical bug in felo breeding.
Posted at Fri Aug 17 16:53:07 2012 UTC (12 years, 8 months, 1 day, 20 hours, 24 minutes, and 20 seconds ago)Breeds of felo that take less food than normal will no longer improperly show as 'starving' when they're actually quite sated.
Posted at Fri Aug 17 17:15:12 2012 UTC (12 years, 8 months, 1 day, 20 hours, 2 minutes, and 15 seconds ago)Similarly, breeds of felo that take MORE food than normal won't starve with no apparent warning.
Posted at Fri Aug 17 17:15:35 2012 UTC (12 years, 8 months, 1 day, 20 hours, 1 minute, and 52 seconds ago)Certain breeds of felo will now be considered kittens for longer. Others, for shorter periods of time. Enjoy.
Posted at Sat Aug 18 01:57:35 2012 UTC (12 years, 8 months, 1 day, 11 hours, 19 minutes, and 52 seconds ago)Added beds and couches and such to the new furniture store. Allowed holovids to still broadcast properly when placed on/in furniture.
Posted at Sat Aug 18 02:18:57 2012 UTC (12 years, 8 months, 1 day, 10 hours, 58 minutes, and 30 seconds ago)Made feedback on felo hunger a bit more descriptive - felo will now show as 'hungry' before they show up as 'starving'
Posted at Sat Aug 18 06:03:39 2012 UTC (12 years, 8 months, 1 day, 7 hours, 13 minutes, and 48 seconds ago)The code for posters has been brought into the 21st century and should cease to do bizarre things. They also now have a REMOVE command. Most rooms should be fixed along with them, but if you've ever spammed putting up the same poster or painting, it will likely still show in the description repeatedly. Assist about any such issues.
Posted at Sat Aug 18 21:00:35 2012 UTC (12 years, 8 months, 16 hours, 16 minutes, and 52 seconds ago)It should no longer be possible to find youself hopelessly trapped inside an aerial fortress that you entered out of curiosity because you found it on a landing pad.
Posted at Sun Aug 19 10:50:55 2012 UTC (12 years, 8 months, 2 hours, 26 minutes, and 32 seconds ago)Fixed a major bug that made salvage grapple upgrades completely necessary, which has gone completely unreported until today... when it was excitedly reported to other players on the AEU channel. Thanks guys!
Posted at Mon Aug 20 17:39:31 2012 UTC (12 years, 7 months, 28 days, 19 hours, 37 minutes, and 56 seconds ago)Fixed an issue in account verification through the web portal.
Posted at Tue Aug 21 13:54:01 2012 UTC (12 years, 7 months, 27 days, 23 hours, 23 minutes, and 26 seconds ago)Aerial fortresses will now be disconnected from their mule carriers when the mule is destroyed, leaving them stranded in space until collected by another mule. Enjoy!
Posted at Wed Aug 22 19:32:36 2012 UTC (12 years, 7 months, 26 days, 17 hours, 44 minutes, and 51 seconds ago)Command points no longer show up in the points list for a character, primarily because they're of no use to characters.
Posted at Wed Aug 22 23:42:18 2012 UTC (12 years, 7 months, 26 days, 13 hours, 35 minutes, and 9 seconds ago)Cadets no longer get cap warning indicators, just cap reached indicators.
Posted at Wed Aug 22 23:44:36 2012 UTC (12 years, 7 months, 26 days, 13 hours, 32 minutes, and 51 seconds ago)Reduced the occurrence of felo-on-felo violence.
Posted at Fri Aug 24 02:44:04 2012 UTC (12 years, 7 months, 25 days, 10 hours, 33 minutes, and 23 seconds ago)Rebalanced some megapod enemies. Overall, they're probably a little more difficult! But only a little.
Posted at Fri Aug 24 03:08:07 2012 UTC (12 years, 7 months, 25 days, 10 hours, 9 minutes, and 20 seconds ago)Made ration boxes actually work once more.
Posted at Fri Aug 24 12:14:04 2012 UTC (12 years, 7 months, 25 days, 1 hour, 3 minutes, and 23 seconds ago)Fixed an issue with food immediately spoling.
Posted at Fri Aug 24 12:31:20 2012 UTC (12 years, 7 months, 25 days, 46 minutes, and 7 seconds ago)Various readable things may or may not say things twice. Various readable things may or may not say things twice.
Posted at Fri Aug 24 15:43:43 2012 UTC (12 years, 7 months, 24 days, 21 hours, 33 minutes, and 44 seconds ago)Starship simulators should no longer scramble comms.
Posted at Sat Aug 25 19:09:08 2012 UTC (12 years, 7 months, 23 days, 18 hours, 8 minutes, and 19 seconds ago)Spacesuit jets should now correctly eliminate weightless movement roundtime on stations and ships without artificial gravity.
Posted at Sat Aug 25 19:11:55 2012 UTC (12 years, 7 months, 23 days, 18 hours, 5 minutes, and 32 seconds ago)Fixed a bug with t-shirts and such appearing to be 'inside' people, which in practice can result in serious bacterial infections.
Posted at Sat Aug 25 19:23:40 2012 UTC (12 years, 7 months, 23 days, 17 hours, 53 minutes, and 47 seconds ago)Added a FORMAT-OPTIONS command to move the LambdaCore commands @linelen and @wrap into our normal options interface.
This also includes a new experimental linespacing feature, if anyone likes that for whatever reason. Please report any oddities with it if you decide to use it.
Updated HELP OPTIONS with the new formatting category, and documented new general options that didn't get added in before.
Posted at Mon Aug 27 03:35:40 2012 UTC (12 years, 7 months, 22 days, 9 hours, 41 minutes, and 47 seconds ago)Fixed an exploit involving the teleportation of battlesuits onto an aerial fortress.
Posted at Mon Aug 27 11:27:02 2012 UTC (12 years, 7 months, 22 days, 1 hour, 50 minutes, and 25 seconds ago)Ships that store battlesuits no longer care about which docking bay you're at in a particular station with regards to transporting your battlesuit aboard.
Posted at Mon Aug 27 11:28:15 2012 UTC (12 years, 7 months, 22 days, 1 hour, 49 minutes, and 12 seconds ago)Fixed a bug in the @DONORS command. Anybody who donated and qualifies for an item should be able to send in a request. If you for some reason cannot, please send an assist into this matter!
Posted at Tue Aug 28 06:47:40 2012 UTC (12 years, 7 months, 21 days, 6 hours, 29 minutes, and 47 seconds ago)To clarify, if you've donated recently, try using the @DONOR command again to submit your request
Posted at Tue Aug 28 12:47:48 2012 UTC (12 years, 7 months, 21 days, 29 minutes, and 39 seconds ago)Cancelling a pose when you aren't a pose no longer says '
Simulated ships should no longer be able to land on random sim-objects.
Posted at Fri Aug 31 02:53:18 2012 UTC (12 years, 7 months, 18 days, 10 hours, 24 minutes, and 9 seconds ago)Changed some aspects of the RIFT LOCATIONS command. If you see any weirdness, please fire off an assist our way ASAP, thanks!
Posted at Sat Sep 1 08:09:57 2012 UTC (12 years, 7 months, 17 days, 5 hours, 7 minutes, and 30 seconds ago)Jumping around passively beaconed space in a ship not adapted to it should now be much faster overall.
Posted at Sat Sep 1 09:31:52 2012 UTC (12 years, 7 months, 17 days, 3 hours, 45 minutes, and 35 seconds ago)The points command should now reflect the cadet point cap properly.
Posted at Tue Sep 4 01:32:00 2012 UTC (12 years, 7 months, 14 days, 11 hours, 45 minutes, and 27 seconds ago)Changed cadet caps to work a bit more like normal point caps.
Posted at Tue Sep 4 01:41:11 2012 UTC (12 years, 7 months, 14 days, 11 hours, 36 minutes, and 16 seconds ago)Added some new login tips, particularly about 'Outside Interference' style events.
Posted at Tue Sep 4 13:12:32 2012 UTC (12 years, 7 months, 14 days, 4 minutes, and 55 seconds ago)The nomination machine will now identify the candidates, so that players can properly react to someone terrible being the only candidate and such.
Posted at Tue Sep 4 23:42:02 2012 UTC (12 years, 7 months, 13 days, 13 hours, 35 minutes, and 25 seconds ago)'Time in Riftflow' now properly uses TCT in a TCT-based ship, and GST in a GST-based ship!
Posted at Thu Sep 6 10:25:08 2012 UTC (12 years, 7 months, 12 days, 2 hours, 52 minutes, and 19 seconds ago)Scientific sensor rigging now increases the range at which you can detect interesting things in the rift.
It also now requires more points to purchase.
Posted at Fri Sep 7 04:08:36 2012 UTC (12 years, 7 months, 11 days, 9 hours, 8 minutes, and 51 seconds ago)Scientific sensor rigging is now more expensive, since it now has a new and exciting use.
Posted at Fri Sep 7 04:10:54 2012 UTC (12 years, 7 months, 11 days, 9 hours, 6 minutes, and 33 seconds ago)Another exploration change!
Certain ships have been designated as "exploration ships." These ships are mostly the entry-level scouts, with a few logical exceptions. (such as the Explorer) These ships can detect beacons (as well as everything else, but especially beacons) from quite a bit further away. This bonus stacks with scientific sensor rigging.
Posted at Fri Sep 7 04:51:55 2012 UTC (12 years, 7 months, 11 days, 8 hours, 25 minutes, and 32 seconds ago)Minor interface upgrades!
- Unsuckified (sort of) a lot of the STATUS code.
- Subwarp now shows that it's recharging in STATUS.
- Rift drive now shows if it's active in STATUS.
- Cycle-based time scale modifications, scientific sensor rigging, and all of the Glyph ship upgrades now show up in STATUS.
Posted at Fri Sep 7 08:58:26 2012 UTC (12 years, 7 months, 11 days, 4 hours, 19 minutes, and 1 second ago)Status now shows if the ship has an AutoVector navigation unit. You're trying to tell me that it didn't for all this time?
Posted at Fri Sep 7 09:03:40 2012 UTC (12 years, 7 months, 11 days, 4 hours, 13 minutes, and 47 seconds ago)The bolt cannon may now only be fired while stationary.
Posted at Fri Sep 7 09:27:40 2012 UTC (12 years, 7 months, 11 days, 3 hours, 49 minutes, and 47 seconds ago)Fixed some capitalization errors in flight control rift drive messages.
Posted at Sat Sep 8 10:40:49 2012 UTC (12 years, 7 months, 10 days, 2 hours, 36 minutes, and 38 seconds ago)The rift drive 'distance travelled' label in cycle-based ships is now...cycle based!
Posted at Sat Sep 8 14:50:14 2012 UTC (12 years, 7 months, 9 days, 22 hours, 27 minutes, and 13 seconds ago)In light of recent changes, disabling and disarming bolts now do more damage.
Posted at Sat Sep 8 19:32:49 2012 UTC (12 years, 7 months, 9 days, 17 hours, 44 minutes, and 38 seconds ago)Exploration ships are now designated as such in STATUS if a rift drive is installed.
Posted at Sat Sep 8 19:59:50 2012 UTC (12 years, 7 months, 9 days, 17 hours, 17 minutes, and 37 seconds ago)Spent many hours implementing something that no one will know about for some time. Enjoy!
Posted at Sat Sep 8 20:03:19 2012 UTC (12 years, 7 months, 9 days, 17 hours, 14 minutes, and 8 seconds ago)Fixed an issue with browsing crafting materials in the space market.
Posted at Sat Sep 8 20:32:11 2012 UTC (12 years, 7 months, 9 days, 16 hours, 45 minutes, and 16 seconds ago)A completely worthless change! Rescue pods now show the class of the destroyed ship!
Posted at Mon Sep 10 03:46:14 2012 UTC (12 years, 7 months, 8 days, 9 hours, 31 minutes, and 13 seconds ago)Updated old code to allow (potentially) for rescue pods to be automatically rescued by designated ships. Potentially. I'm almost certain that this will never be used.
Posted at Mon Sep 10 03:53:00 2012 UTC (12 years, 7 months, 8 days, 9 hours, 24 minutes, and 27 seconds ago)Added a whole boatload of upgrades to the STATUS readout.
Posted at Mon Sep 10 06:36:20 2012 UTC (12 years, 7 months, 8 days, 6 hours, 41 minutes, and 7 seconds ago)Exploration ships now automatically notify the explorer if they find a point of interest. (or beacon of interest!) Unless the ship is on slient mode, in which case it sighs sadly and quietly pleas for help, but nobody ever seems to hear it.
Posted at Mon Sep 10 08:10:38 2012 UTC (12 years, 7 months, 8 days, 5 hours, 6 minutes, and 49 seconds ago)Smaller bags of felo chow now tell their fullness relative to the type of felo chow bag.
Posted at Mon Sep 10 13:59:12 2012 UTC (12 years, 7 months, 7 days, 23 hours, 18 minutes, and 15 seconds ago)You can now trash ration boxes.
Posted at Tue Sep 11 10:55:17 2012 UTC (12 years, 7 months, 7 days, 2 hours, 22 minutes, and 10 seconds ago)Updated sensor noise to work in line with the modern space system.
Posted at Tue Sep 11 12:57:53 2012 UTC (12 years, 7 months, 7 days, 19 minutes, and 34 seconds ago)The blast furnace has been recoded!
Its primary control is now in the engineering room. You may SET FURNACE TO OFF, SLOW, MEDIUM, or FAST. Trade off between speed and efficiency!
And as for fuel, that debris doesn't move itself! Get in the storage room and start shoveling!
Enjoy!
Posted at Tue Sep 11 19:37:59 2012 UTC (12 years, 7 months, 6 days, 17 hours, 39 minutes, and 28 seconds ago)Blast chambers now show a 'wear level' in the engineering status display. At 100%, it will no longer convert debris. Plan accordingly!
Blast chamber wear will be set to zero at a repair facility.
Shovelers will now occasionally get a rough estimate of how full the blast chamber is.
Posted at Tue Sep 11 20:23:25 2012 UTC (12 years, 7 months, 6 days, 16 hours, 54 minutes, and 2 seconds ago)Enough scrambling for newbies! Players are no longer recruitable into organizations until they are 30 days old. Recruiters for organizations will not be given any indication of when a new player becomes recruitable. Ideally, this change will mark the end of the silly newbie-grabbing arms race and allow new players to explore their options.
Posted at Fri Sep 14 15:25:25 2012 UTC (12 years, 7 months, 3 days, 21 hours, 52 minutes, and 2 seconds ago)Fixed a bug with bari and their spore launching habits.
Posted at Fri Sep 14 23:48:33 2012 UTC (12 years, 7 months, 3 days, 13 hours, 28 minutes, and 54 seconds ago)Rifting into a sector will now show its proper space description.
Posted at Sat Sep 15 06:21:16 2012 UTC (12 years, 7 months, 3 days, 6 hours, 56 minutes, and 11 seconds ago)USERS will now properly show your ship's crew if your ship is out of communications range.
Posted at Sat Sep 15 06:48:13 2012 UTC (12 years, 7 months, 3 days, 6 hours, 29 minutes, and 14 seconds ago)Damage readout scans against RATS and the like should be a bit less vague.
Posted at Sun Sep 16 09:07:26 2012 UTC (12 years, 7 months, 2 days, 4 hours, 10 minutes, and 1 second ago)Removed extraneous information from RATS/Bari scans.
Posted at Sun Sep 16 09:14:31 2012 UTC (12 years, 7 months, 2 days, 4 hours, 2 minutes, and 56 seconds ago)Rifting now causes visible hull wear on the ship's description
Posted at Sun Sep 16 11:38:50 2012 UTC (12 years, 7 months, 2 days, 1 hour, 38 minutes, and 37 seconds ago)Added the exciting ability for rift drives to fail in TWO different ways. New blueprints for repair tools have been added for crafting.
Added riftstorms for greater riftflow variation.
Posted at Sun Sep 16 23:27:23 2012 UTC (12 years, 7 months, 1 day, 13 hours, 50 minutes, and 4 seconds ago)Fixed several AI bugs.
Posted at Mon Sep 17 05:55:35 2012 UTC (12 years, 7 months, 1 day, 7 hours, 21 minutes, and 52 seconds ago)NPC ships will tend to move around more, especially outside of combat.
Posted at Mon Sep 17 05:57:54 2012 UTC (12 years, 7 months, 1 day, 7 hours, 19 minutes, and 33 seconds ago)A few changes to peering around on starships!
- If you're in a room with an 'out' exit that IS NOT the airlock (for example, living quarters), you can 'peer out' to see into that room.
- In any room, you can now 'peer outside' to get the same effect as 'peer out' used to. 'Peer out' works as it used to in any room without a specific 'out' exit.
Posted at Mon Sep 17 06:15:36 2012 UTC (12 years, 7 months, 1 day, 7 hours, 1 minute, and 51 seconds ago)Salvaging of spacewalking players now works properly. Also, it is no longer possible to bypass picking an artifact up manually via salvaging.
Posted at Mon Sep 17 15:26:30 2012 UTC (12 years, 7 months, 21 hours, 50 minutes, and 57 seconds ago)So, it turns out that self-targeted battlesuit abilities (notably: radiate and teslashield), never actually did anything. (and now that I look at it, VISIBLY never did anything, since they never popped up a status effect message or anything.)
Aaaaand it's been like this since the release of player-specific battlesuits.
Oops. Fixed now!
Posted at Wed Sep 19 11:09:07 2012 UTC (12 years, 6 months, 30 days, 2 hours, 8 minutes, and 20 seconds ago)Fixed the confusing 'nothing are repaired' message when you use a group repair ability while you're alone.
Posted at Wed Sep 19 16:30:31 2012 UTC (12 years, 6 months, 29 days, 20 hours, 46 minutes, and 56 seconds ago)Fixed an issue allowing players to exploit the breaker system in order to avoid having to keep their starships powered in hostile environments. Nobody reported it, we just happened to overhear people talking about it.
Posted at Thu Sep 20 05:16:06 2012 UTC (12 years, 6 months, 29 days, 8 hours, 1 minute, and 21 seconds ago)Added some new messages to clarify the life support power situation, which is thus: a starship which has had life support de-powered and its atmosphere vented does not generate atmosphere from nowhere when you turn life support back on. Your ship must be at or must proceed to land at a place which has an atmosphere that can be pumped into your ship, or your ship's interior will remain a hostile environment regardless of whether life support has power.
Posted at Fri Sep 21 02:24:22 2012 UTC (12 years, 6 months, 28 days, 10 hours, 53 minutes, and 5 seconds ago)Disabled scheduled weekly shutdowns for now, considering development on the server is progressing at a less rapid rate now.
Posted at Fri Sep 21 08:03:06 2012 UTC (12 years, 6 months, 28 days, 5 hours, 14 minutes, and 21 seconds ago)You should now be able to use board readers out of comms, albeit only to access the OOC boards.
Posted at Tue Sep 25 07:34:01 2012 UTC (12 years, 6 months, 24 days, 5 hours, 43 minutes, and 26 seconds ago)People out of comms now get announcements for OOC boards!
Posted at Tue Sep 25 07:42:33 2012 UTC (12 years, 6 months, 24 days, 5 hours, 34 minutes, and 54 seconds ago)People out of comms can now see OOC boards of IC root boards (namely, General/Common Knowledge and Mutuality/Common Knowledge (if you're Mutuality))
Posted at Tue Sep 25 07:45:37 2012 UTC (12 years, 6 months, 24 days, 5 hours, 31 minutes, and 50 seconds ago)Ship charge has changed in a pretty huge way!
* Charge is now checked MUCH more often, and is much more accurate as a result.
* Disabling systems now has a much more noticable effect on charge, though this may be subject to tweaks in the future.
* Red alert now uses more charge than before.
* Yellow alert now uses more charge than normal.
* The CHARGE command now properly reflects the current rate of drain, and as such, the ACTUAL amount of time the ship has left before it runs out of charge.
Posted at Tue Sep 25 08:30:39 2012 UTC (12 years, 6 months, 24 days, 4 hours, 46 minutes, and 48 seconds ago)Sensor dampening, charged shot, and hypercharge now all take additional charge.
Posted at Tue Sep 25 08:37:28 2012 UTC (12 years, 6 months, 24 days, 4 hours, 39 minutes, and 59 seconds ago)Simulated ships no longer decharge at all, thus saving precious computational power.
Posted at Tue Sep 25 08:39:37 2012 UTC (12 years, 6 months, 24 days, 4 hours, 37 minutes, and 50 seconds ago)You can no longer check the charge in a simulated ship (since it doesn't really matter anyways)
Posted at Tue Sep 25 08:41:24 2012 UTC (12 years, 6 months, 24 days, 4 hours, 36 minutes, and 3 seconds ago)Tweaked some more charge-related stuff. As always, REPORT any strangeness or balance issues.
Posted at Tue Sep 25 10:06:32 2012 UTC (12 years, 6 months, 24 days, 3 hours, 10 minutes, and 55 seconds ago)You can no longer check rift locations with sensors off, nor will you be alerted to new locations in the rift.
Posted at Tue Sep 25 23:09:18 2012 UTC (12 years, 6 months, 23 days, 14 hours, 8 minutes, and 9 seconds ago)Shutting off power to navigations will now drop you out of the rift.
Posted at Tue Sep 25 23:10:08 2012 UTC (12 years, 6 months, 23 days, 14 hours, 7 minutes, and 19 seconds ago)If, somehow, you are in the rift with a powered down navigations system, you will no longer be able to adjust trim or heading.
Posted at Tue Sep 25 23:11:42 2012 UTC (12 years, 6 months, 23 days, 14 hours, 5 minutes, and 45 seconds ago)Adjusted charge drain ratios. Navigations and sensors now consume more power, and everything else consumes somewhat less on average
Posted at Tue Sep 25 23:15:41 2012 UTC (12 years, 6 months, 23 days, 14 hours, 1 minute, and 46 seconds ago)The engineering STATUS display now tells the user if the rift drive requires repairs before reentering the rift or not.
Posted at Wed Sep 26 08:32:42 2012 UTC (12 years, 6 months, 23 days, 4 hours, 44 minutes, and 45 seconds ago)A few minor changes!
* The storage compressor now takes time to compress things!
* The act of compression takes additional charge.
Posted at Wed Sep 26 10:16:34 2012 UTC (12 years, 6 months, 23 days, 3 hours, and 53 seconds ago)It should no longer be possible to send out distress signals without power to the communications systems.
Posted at Wed Sep 26 15:42:04 2012 UTC (12 years, 6 months, 22 days, 21 hours, 35 minutes, and 23 seconds ago)If a ship is out of comms and fires off a distress signal, it should no longer transmit on the alliance's sector status channel.
Posted at Wed Sep 26 15:42:53 2012 UTC (12 years, 6 months, 22 days, 21 hours, 34 minutes, and 34 seconds ago)Strange things are afoot at the Circle K! Missile damage has been massively increased. Enjoy!
Posted at Thu Sep 27 07:37:43 2012 UTC (12 years, 6 months, 22 days, 5 hours, 39 minutes, and 44 seconds ago)Ships that change alliances no longer suddenly acquire a patriotic paintjob
Posted at Sat Sep 29 10:01:07 2012 UTC (12 years, 6 months, 20 days, 3 hours, 16 minutes, and 20 seconds ago)Holovids now have a BONUS OUT OF COMMUNICATIONS RANGE MODE.
Posted at Sat Sep 29 21:59:10 2012 UTC (12 years, 6 months, 19 days, 15 hours, 18 minutes, and 17 seconds ago)Another update to starship power systems, for balance reasons!
* Systems now take time to online on a running ship.
* You can now only online one system at a time.
* Systems take varying amounts of time to online.
As always, REPORT any bugs or oddities!
Posted at Sun Sep 30 07:19:12 2012 UTC (12 years, 6 months, 19 days, 5 hours, 58 minutes, and 15 seconds ago)Felo move messages now reference floating in weightless environments.
Posted at Mon Oct 1 09:59:29 2012 UTC (12 years, 6 months, 18 days, 3 hours, 17 minutes, and 58 seconds ago)You should no longer be able to see things inside trashbins.
Posted at Mon Oct 1 10:22:46 2012 UTC (12 years, 6 months, 18 days, 2 hours, 54 minutes, and 41 seconds ago)Magnetizable spacesuit boots now mitigate roundtime from being in a weightless environment.
Posted at Mon Oct 1 11:23:51 2012 UTC (12 years, 6 months, 18 days, 1 hour, 53 minutes, and 36 seconds ago)Fixed an extremely rare bug in relative direction printing, where something would always be directly above or below you without doing something relatively unintuitive!
Posted at Tue Oct 2 17:30:21 2012 UTC (12 years, 6 months, 16 days, 19 hours, 47 minutes, and 6 seconds ago)Made some very slight adjustments to organization unities.
Posted at Fri Oct 5 03:29:03 2012 UTC (12 years, 6 months, 14 days, 9 hours, 48 minutes, and 24 seconds ago)Fixed an issue that allowed unavailable ships to be purchasable.
Posted at Fri Oct 5 10:58:43 2012 UTC (12 years, 6 months, 14 days, 2 hours, 18 minutes, and 44 seconds ago)The apartment rent issue has been fixed up. You now get to pay your rent. Hooray!
Posted at Sat Oct 6 02:37:36 2012 UTC (12 years, 6 months, 13 days, 10 hours, 39 minutes, and 51 seconds ago)Also fixed an issue with moving out of an apartment.
Posted at Sat Oct 6 02:41:56 2012 UTC (12 years, 6 months, 13 days, 10 hours, 35 minutes, and 31 seconds ago)Also fixed an issue with snug shoes being TOO snug and requiring amputation.
Posted at Sat Oct 6 02:43:16 2012 UTC (12 years, 6 months, 13 days, 10 hours, 34 minutes, and 11 seconds ago)Due to the presence of literally thousands of extant food items, food kept in coolers and refrigerators will now expire 14 days after it's purchased. You have ten seconds to comply.
Posted at Sun Oct 7 16:39:46 2012 UTC (12 years, 6 months, 11 days, 20 hours, 37 minutes, and 41 seconds ago)Asteroids now have several different types, which will become apparent when you land on them and look outside. These types each have a different value multiplier. In other words, they're worth slightly different amounts. In general, this is a small boost to asteroid hauling income.
Posted at Mon Oct 8 18:15:27 2012 UTC (12 years, 6 months, 10 days, 19 hours, and 2 minutes ago)Fixed the issue of the magically moving asteroid that occurs when you launch from one. I think.
Posted at Mon Oct 8 18:49:15 2012 UTC (12 years, 6 months, 10 days, 18 hours, 28 minutes, and 12 seconds ago)Fixed something to do with asteroids that I horribly broke with my last change.
Posted at Mon Oct 8 19:24:24 2012 UTC (12 years, 6 months, 10 days, 17 hours, 53 minutes, and 3 seconds ago)Did you know? Bags of felo chow are purchased in wild excess nearly every day!
Did you know? 75% of all extant felo bags are over 30 days old!
Did you know? 50% of all extant felo bags are over six months old!
Oh, and a change. I nearly forgot! All bags of felo chow over 30 days old will now expire.
Posted at Thu Oct 11 18:34:03 2012 UTC (12 years, 6 months, 7 days, 18 hours, 43 minutes, and 24 seconds ago)The logistics shuttle is now properly a shuttle.
Posted at Fri Oct 12 22:26:54 2012 UTC (12 years, 6 months, 6 days, 14 hours, 50 minutes, and 33 seconds ago)Farport has been moved closer to the rest of known space, and nearby space features have been moved to maintain the same relative position. Please report any issues!
Posted at Sat Oct 13 22:04:04 2012 UTC (12 years, 6 months, 5 days, 15 hours, 13 minutes, and 23 seconds ago)Additional role shops should no longer cut off the namr of upgrades, (like 'Communications Range Safety Override' for example)
Posted at Sun Oct 14 07:46:30 2012 UTC (12 years, 6 months, 5 days, 5 hours, 30 minutes, and 57 seconds ago)Additional role shops should now have menu spacing closer to normal stores.
Posted at Sun Oct 14 07:48:25 2012 UTC (12 years, 6 months, 5 days, 5 hours, 29 minutes, and 2 seconds ago)Hey! Did you know that most abilities that lowered accuracy actually RAISED accuracy until now? Me neither.
Posted at Sun Oct 14 21:50:35 2012 UTC (12 years, 6 months, 4 days, 15 hours, 26 minutes, and 52 seconds ago)Did you know that the (total of two, on an unreleased enemy) abilities that lower evasion actually raised it? Me neither, until I saw that thing with accuracy. Then I got suspicious and checked it out.
Posted at Sun Oct 14 21:56:11 2012 UTC (12 years, 6 months, 4 days, 15 hours, 21 minutes, and 16 seconds ago)Ships with subwarp and autovector should now maintain their momentum.
Posted at Mon Oct 15 16:02:40 2012 UTC (12 years, 6 months, 3 days, 21 hours, 14 minutes, and 47 seconds ago)Farport has moved...again, to be closer to the rest of known space (and not in Outsider Space this time.) Nearby features have been moved to preserve the same relative position. Again, report any issues.
Posted at Tue Oct 16 05:54:01 2012 UTC (12 years, 6 months, 3 days, 7 hours, 23 minutes, and 26 seconds ago)Did you know that most plasma boost minimodules in game did not actually boost your battlesuit's plasma abilities? Neither did I, until I fixed it.
Posted at Thu Oct 18 12:06:06 2012 UTC (12 years, 6 months, 1 day, 1 hour, 11 minutes, and 21 seconds ago)Checking the damage level on a ship now requires power to damage control systems.
Posted at Fri Oct 19 16:43:29 2012 UTC (12 years, 5 months, 29 days, 20 hours, 33 minutes, and 58 seconds ago)To increase account security, repeated failed login attempts from the same IP will result in a temporary lockout. If you can't recall your password, use the 'Forgotten Password' option at the account maintenance site: http://moo.squidsoft.net:3333/
Posted at Sun Oct 21 00:58:30 2012 UTC (12 years, 5 months, 28 days, 12 hours, 18 minutes, and 57 seconds ago)Buying extra upgrades (AKA additional roles, things like the active long range scanner) for organization-owned ships will now use the organization's point levels instead of the player's. Also, the money will now come from the organization's credits.
Posted at Sun Oct 21 01:29:35 2012 UTC (12 years, 5 months, 28 days, 11 hours, 47 minutes, and 52 seconds ago)The hostile response in salvage ops should be generally smaller. Again, these are salvage ops, not extended beacon drops.
Posted at Sun Oct 21 14:12:41 2012 UTC (12 years, 5 months, 27 days, 23 hours, 4 minutes, and 46 seconds ago)Adjusted the hostile response in salvage ops algorithm slightly based on player feedback. We will be looking at it more intensely in the future!
Posted at Mon Oct 22 11:28:45 2012 UTC (12 years, 5 months, 27 days, 1 hour, 48 minutes, and 42 seconds ago)Increased the duration of charged shots and hypercharge. Enjoy.
Posted at Mon Oct 22 20:49:37 2012 UTC (12 years, 5 months, 26 days, 16 hours, 27 minutes, and 50 seconds ago)Characters with only one name now no longer have their name repeated in certain cases. (Example: The host 'Shadow' being displayed as 'Shadow Shadow')
Posted at Tue Oct 23 07:47:22 2012 UTC (12 years, 5 months, 26 days, 5 hours, 30 minutes, and 5 seconds ago)A change to taxation!
Those not of the primary alliance of an orginazation but still a member of the organization get a break on the foreign taxation rate. This is awkwardly worded, but I'm sure that everybody will figure it out eventually.
Posted at Wed Oct 24 07:00:04 2012 UTC (12 years, 5 months, 25 days, 6 hours, 17 minutes, and 23 seconds ago)SDC reports now show ship routs.
Posted at Thu Oct 25 15:05:45 2012 UTC (12 years, 5 months, 23 days, 22 hours, 11 minutes, and 42 seconds ago)The unity factor in org info is now more detailed, now showing an additional ONE SIGNIFICANT FIGURE!
Posted at Fri Oct 26 23:51:05 2012 UTC (12 years, 5 months, 22 days, 13 hours, 26 minutes, and 22 seconds ago)Fixed an edge case bug in organization unities. Unfortunately, this has the side effect of lowering unity very slightly for those in the edge cases. You might not even notice the difference!
Posted at Sat Oct 27 05:42:43 2012 UTC (12 years, 5 months, 22 days, 7 hours, 34 minutes, and 44 seconds ago)Fixed two minor bugs in skimming. One made every ship skim a little bit too slow. The other made Mutuality ships skim way way way too fast.
Posted at Tue Oct 30 15:03:43 2012 UTC (12 years, 5 months, 18 days, 22 hours, 13 minutes, and 44 seconds ago)Using an engineering tool bandolier now shows exactly how many uses of each tool you have remaining inside the bandolier.
Posted at Wed Oct 31 04:32:21 2012 UTC (12 years, 5 months, 18 days, 8 hours, 45 minutes, and 6 seconds ago)Charge boosters may now only be used in engineering, instead of the control room.
Posted at Wed Oct 31 05:03:13 2012 UTC (12 years, 5 months, 18 days, 8 hours, 14 minutes, and 14 seconds ago)Engineering bandoliers now accept charge boosters.
Posted at Wed Oct 31 05:03:23 2012 UTC (12 years, 5 months, 18 days, 8 hours, 14 minutes, and 4 seconds ago)Engineering bandoliers now alphabetize their contents when you USE them.
Posted at Wed Oct 31 05:04:08 2012 UTC (12 years, 5 months, 18 days, 8 hours, 13 minutes, and 19 seconds ago)Engineering bandoliers now accept temporary wormhole drives.
Posted at Wed Oct 31 05:17:42 2012 UTC (12 years, 5 months, 18 days, 7 hours, 59 minutes, and 45 seconds ago)Engineering bandoliers now hold hatch repair kits.
Posted at Fri Nov 2 00:11:32 2012 UTC (12 years, 5 months, 16 days, 13 hours, 5 minutes, and 55 seconds ago)The loss of conquest for ship destruction has changed! It's now more proportional to the ship's value, as opposed to the ship's size. No longer is a top of the line rift ship just a drop in the bucket while a fully upgraded cruiser is a shot through the heart!
Posted at Tue Nov 6 05:54:56 2012 UTC (12 years, 5 months, 12 days, 7 hours, 22 minutes, and 31 seconds ago)Advanced engineering tools for sale in the space market now show their uses remaining.
Posted at Tue Nov 6 06:14:38 2012 UTC (12 years, 5 months, 12 days, 7 hours, 2 minutes, and 49 seconds ago)Temp drives with more than one use remaining now show the number of jumps that they're good for when put up for sale on the space market.
Posted at Tue Nov 6 06:20:59 2012 UTC (12 years, 5 months, 12 days, 6 hours, 56 minutes, and 28 seconds ago)All temp drives now share a similar market identifier, so a four jump temporary wormhole drive with 2 uses remaining will have the same average price as a 2 jump temp drive with 2 uses remaining, and the various otherly-named temp drives won't have their own wildly varying average prices, and so on.
Posted at Tue Nov 6 06:25:13 2012 UTC (12 years, 5 months, 12 days, 6 hours, 52 minutes, and 14 seconds ago)Temp drives that normally have more than one use but have been reduced to only one use remaining now continue to show their uses remaining when you look at them.
Posted at Tue Nov 6 06:32:21 2012 UTC (12 years, 5 months, 12 days, 6 hours, 45 minutes, and 6 seconds ago)Temp drives put in engineering bandoliers now show their jumps remaining, so if you have a mix of one use drives then they'll all be lumped together, and so on with the multi use temp drives.
Posted at Tue Nov 6 07:52:52 2012 UTC (12 years, 5 months, 12 days, 5 hours, 24 minutes, and 35 seconds ago)You can now VIEW xenology containers (and have it work properly)!
Posted at Tue Nov 6 08:13:24 2012 UTC (12 years, 5 months, 12 days, 5 hours, 4 minutes, and 3 seconds ago)You can no longer view closed containers, generally.
Posted at Tue Nov 6 08:20:05 2012 UTC (12 years, 5 months, 12 days, 4 hours, 57 minutes, and 22 seconds ago)Added marketing blurbs to a bunch of Mutuality ships that were missing them.
Posted at Tue Nov 6 15:30:55 2012 UTC (12 years, 5 months, 11 days, 21 hours, 46 minutes, and 32 seconds ago)Unfortunate events for industry lovers!
The Serendipity-Class Medium Transport has been increased in cost and point requirements. This is largely to help create a logical progression in line with the other aspects of the game. No ship should be entirely outclassed by its upgrade, and industrial tasks are no exception.
Posted at Wed Nov 7 07:38:31 2012 UTC (12 years, 5 months, 11 days, 5 hours, 38 minutes, and 56 seconds ago)You can now give wearable things (clothing, backpacks, and so on) to robots that can store things.
Posted at Thu Nov 8 01:57:45 2012 UTC (12 years, 5 months, 10 days, 11 hours, 19 minutes, and 42 seconds ago)The LAG command should be more sensitive to very small lag spikes (as well as run slightly more efficiently!)
Posted at Thu Nov 8 05:03:29 2012 UTC (12 years, 5 months, 10 days, 8 hours, 13 minutes, and 58 seconds ago)SCAN now shows if somebody is potentially protected by sector navies.
Posted at Thu Nov 8 16:50:48 2012 UTC (12 years, 5 months, 9 days, 20 hours, 26 minutes, and 39 seconds ago)Artifacts found in ground missions are now automatically moved into xenology containers, if you're wearing one.
Posted at Fri Nov 9 07:05:42 2012 UTC (12 years, 5 months, 9 days, 6 hours, 11 minutes, and 45 seconds ago)Robots can now craft things that have hyphens in their names.
Posted at Fri Nov 9 17:37:15 2012 UTC (12 years, 5 months, 8 days, 19 hours, 40 minutes, and 12 seconds ago)The LAG command now tells about network lag, if it's above a certain threshold.
Posted at Fri Nov 9 20:14:22 2012 UTC (12 years, 5 months, 8 days, 17 hours, 3 minutes, and 5 seconds ago)You can now use the LAG command while you have roundtime.
Posted at Fri Nov 9 23:31:56 2012 UTC (12 years, 5 months, 8 days, 13 hours, 45 minutes, and 31 seconds ago)Changes have been performed in the following systems:
Salvage transfer.
Mail transfer.
Salvage op payout.
Asteroid mining payout.
Artifact submission.
Asteroid hauling payout.
Beacon drop payout, particularly relating to the battle analysis scanner bonus.
Core income-crediting system.
Core point-crediting system.
So nothing too important. You should observe no changes in amounts or, in fact, any changes at all; this is merely for the purposes of upcoming new systems. Please report anything odd, which will likely take the form of receiving error notifications instead of money.
Posted at Sat Nov 10 20:47:17 2012 UTC (12 years, 5 months, 7 days, 16 hours, 30 minutes, and 10 seconds ago)Some more conquest changes!
* Naval ships routing affect conquest less.
* Naval ships being destroyed affects conquest much more.
Posted at Sun Nov 11 12:59:29 2012 UTC (12 years, 5 months, 7 days, 17 minutes, and 58 seconds ago)Hull platings with resistance ratings should now be more desirable, with point requirements hovering around a similar point level as functionally equivalent designs.
Posted at Sun Nov 11 17:07:01 2012 UTC (12 years, 5 months, 6 days, 20 hours, 10 minutes, and 26 seconds ago)You should no longer get absurd sector skirmish credit payouts for blowing up a single Ares or whatever anymore.
Posted at Mon Nov 12 01:48:25 2012 UTC (12 years, 5 months, 6 days, 11 hours, 29 minutes, and 2 seconds ago)The * (Light, Medium, Heavy) Quantum Patroller specific features now show up in STATUS.
Posted at Mon Nov 12 19:48:51 2012 UTC (12 years, 5 months, 5 days, 17 hours, 28 minutes, and 36 seconds ago)Repair rates will now seem slightly more varied, but over time, the same amount of damage will be repaired.
Posted at Mon Nov 12 19:52:34 2012 UTC (12 years, 5 months, 5 days, 17 hours, 24 minutes, and 53 seconds ago)Ships in ship docking bays are now recharged when the ship that the ship is docked to docks to some station or planet that recharges ships.
Posted at Tue Nov 13 00:23:18 2012 UTC (12 years, 5 months, 5 days, 12 hours, 54 minutes, and 9 seconds ago)Invisible starmap updates in sectors with planet(s) are now twice as fast as before.
Posted at Tue Nov 13 01:10:21 2012 UTC (12 years, 5 months, 5 days, 12 hours, 7 minutes, and 6 seconds ago)Unnecessary sector updates have been pruned. This should result in better all-around game performance when many ships are active in space.
Posted at Tue Nov 13 08:13:21 2012 UTC (12 years, 5 months, 5 days, 5 hours, 4 minutes, and 6 seconds ago)You will no longer get charged for having general minimal insurance coverage if you do not have a general minimal insurance coverage policy, but possessed some other insurance policy in the past. (or currently possess a current insurance policy)
Posted at Tue Nov 13 20:06:49 2012 UTC (12 years, 5 months, 4 days, 17 hours, 10 minutes, and 38 seconds ago)You can no longer tug around NPC ships.
Posted at Tue Nov 13 20:46:38 2012 UTC (12 years, 5 months, 4 days, 16 hours, 30 minutes, and 49 seconds ago)We have discovered some irregularities with the pension fund. Those responsible have been charged and their trials are pending. The execution is scheduled for Friday, b y o guillotine.
Posted at Wed Nov 14 04:11:00 2012 UTC (12 years, 5 months, 4 days, 9 hours, 6 minutes, and 27 seconds ago)Courier starship keys going to defunct courier ships from here on out should now properly be deleted.
Posted at Wed Nov 14 13:02:38 2012 UTC (12 years, 5 months, 4 days, 14 minutes, and 49 seconds ago)Cadets are now protected in all systems with a naval response.
Posted at Wed Nov 14 15:03:16 2012 UTC (12 years, 5 months, 3 days, 22 hours, 14 minutes, and 11 seconds ago)You should no longer be able to get over 100% energy in a battlesuit.
This is an obvious, unreported exploit that has gone on for some time. The only report has been from somebody who wasn't using it, in fact! The eight people abusing this exploit know who they are.
Posted at Wed Nov 14 17:43:12 2012 UTC (12 years, 5 months, 3 days, 19 hours, 34 minutes, and 15 seconds ago)Fixed an exploit enabling too many modules to be equipped on a battlesuit.
Posted at Wed Nov 14 18:03:51 2012 UTC (12 years, 5 months, 3 days, 19 hours, 13 minutes, and 36 seconds ago)Minimodules now have a cooldown on unequipping during a mission based on their point requirements. If you like switching minimodules frequently midmission, consider using minimodules with lower point requirements!
Posted at Wed Nov 14 18:11:54 2012 UTC (12 years, 5 months, 3 days, 19 hours, 5 minutes, and 33 seconds ago)Sorry for that unexpected downtime! We've relocated any ships in imminent danger to places where they are less likely to be in imminent danger.
Posted at Wed Nov 14 20:28:22 2012 UTC (12 years, 5 months, 3 days, 16 hours, 49 minutes, and 5 seconds ago)Fixed a similar exploit with ammunition capacity minimodules.
Posted at Wed Nov 14 21:14:14 2012 UTC (12 years, 5 months, 3 days, 16 hours, 3 minutes, and 13 seconds ago)You can now erect portable showers inside starships.
Posted at Thu Nov 15 17:26:18 2012 UTC (12 years, 5 months, 2 days, 19 hours, 51 minutes, and 9 seconds ago)Adjusted some stuff with minimodule drop rates, as well as some naming-related cosmetic changes. Report any odd happenings.
Posted at Thu Nov 15 21:50:48 2012 UTC (12 years, 5 months, 2 days, 15 hours, 26 minutes, and 39 seconds ago)Ship bonus checking now happens slightly less frequently. This should result in slightly better performance in large battles. Celebratory buckets of homogenous algal goo and punch will be served in the host lounge.
Posted at Fri Nov 16 14:08:11 2012 UTC (12 years, 5 months, 1 day, 23 hours, 9 minutes, and 16 seconds ago)Long range scans now show more accurate directions, such as 'Northnortheast' instead of just 'Northeast.' Enjoy your newfound powers.
Posted at Fri Nov 16 18:05:51 2012 UTC (12 years, 5 months, 1 day, 19 hours, 11 minutes, and 36 seconds ago)Fixed a bug relating to Gamma security stations and where they accept resources. This primarily affects asteroid hauling, namely that people will no longer be able to haul to stations that they would not normally be able to haul to.
Posted at Fri Nov 16 21:05:13 2012 UTC (12 years, 5 months, 1 day, 16 hours, 12 minutes, and 14 seconds ago)Fixed an issue with combat grids appearing to be empty when they were in fact full.
Posted at Sat Nov 17 14:29:54 2012 UTC (12 years, 5 months, 22 hours, 47 minutes, and 33 seconds ago)Did a slight teeny tiny change to radio scrambling. You shouldn't even notice.
Posted at Sat Nov 17 14:39:18 2012 UTC (12 years, 5 months, 22 hours, 38 minutes, and 9 seconds ago)The active sensor ping now drains a small amount of charge.
Posted at Sat Nov 17 17:08:10 2012 UTC (12 years, 5 months, 20 hours, 9 minutes, and 17 seconds ago)Changed some cosmetic stuff in the STATUS command. Some of the stuff is more informative, but overall you probably won't notice the difference!
Posted at Sun Nov 18 14:29:04 2012 UTC (12 years, 4 months, 30 days, 22 hours, 48 minutes, and 23 seconds ago)Members of single-member organizations can now set their point contribution to 100%, members of two member organizations can set it to 50%, three members can set it to 30%, and four to 25%, until the usual cap of 20% for organizations of five or more members.
Posted at Sun Nov 18 20:11:04 2012 UTC (12 years, 4 months, 30 days, 17 hours, 6 minutes, and 23 seconds ago)The days of instant recharging are (somewhat) behind us!
Some locations (capitals and other important holdings) will continue to recharge ships instantly, but more minor holdings will recharge ships slowly. You can now also see the rate of recharge on the CHARGE command!
Conveniently, some extra minor holdings actually GAINED recharging capabilities from this!
Posted at Sun Nov 18 20:20:49 2012 UTC (12 years, 4 months, 30 days, 16 hours, 56 minutes, and 38 seconds ago)Trickle charging ships now automatically power down some time after they attain full charge.
Posted at Sun Nov 18 20:36:31 2012 UTC (12 years, 4 months, 30 days, 16 hours, 40 minutes, and 56 seconds ago)Ever wondered how bright things are?
Well, I bet you'll buy this anyway! The LUMINOSITY SENSOR is now available, and the nearby friendly tech will tell you what it does.
Posted at Sun Nov 18 22:53:26 2012 UTC (12 years, 4 months, 30 days, 14 hours, 24 minutes, and 1 second ago)LUMINOSITY SENSORS are now under engineering status. LUMINOSITY SENSORS.
Posted at Sun Nov 18 23:18:34 2012 UTC (12 years, 4 months, 30 days, 13 hours, 58 minutes, and 53 seconds ago)Ships in skim now have an increased signature size.
Posted at Mon Nov 19 00:11:43 2012 UTC (12 years, 4 months, 30 days, 13 hours, 5 minutes, and 44 seconds ago)Even places that instantly recharge you now will also trickle charge you to top off whatever battery you have.
Posted at Mon Nov 19 14:47:09 2012 UTC (12 years, 4 months, 29 days, 22 hours, 30 minutes, and 18 seconds ago)Space markets now very very slowly trickle charge your ship.
Posted at Mon Nov 19 21:00:47 2012 UTC (12 years, 4 months, 29 days, 16 hours, 16 minutes, and 40 seconds ago)Similarly, asteroid belt management stations now very (very) slowly trickle charge your ship.
Posted at Mon Nov 19 21:03:26 2012 UTC (12 years, 4 months, 29 days, 16 hours, 14 minutes, and 1 second ago)You should no longer be able to transfer items from your battlesuit's storage into containers while you remain inside the battlesuit.
Posted at Tue Nov 20 09:38:03 2012 UTC (12 years, 4 months, 29 days, 3 hours, 39 minutes, and 24 seconds ago)Added a system for tracking known bugs that don't need to be reported.
Posted at Wed Nov 21 02:32:23 2012 UTC (12 years, 4 months, 28 days, 10 hours, 45 minutes, and 4 seconds ago)Added a KNOWNBUGS command so they can be viewed at any time.
Posted at Wed Nov 21 02:41:46 2012 UTC (12 years, 4 months, 28 days, 10 hours, 35 minutes, and 41 seconds ago)Fixed the descriptions on a very certain model of ship
Posted at Wed Nov 21 19:49:48 2012 UTC (12 years, 4 months, 27 days, 17 hours, 27 minutes, and 39 seconds ago)Higher quality hatch crackers are now simpler to craft
Posted at Wed Nov 21 23:36:00 2012 UTC (12 years, 4 months, 27 days, 13 hours, 41 minutes, and 27 seconds ago)Courier companies will now issue periodic progress reports as you proceed toward your next rank.
Posted at Thu Nov 22 16:36:08 2012 UTC (12 years, 4 months, 26 days, 20 hours, 41 minutes, and 19 seconds ago)Radio scrambling has... changed! It now tends to come and go in bursts.
Posted at Fri Nov 23 15:00:26 2012 UTC (12 years, 4 months, 25 days, 22 hours, 17 minutes, and 1 second ago)Radio Scrambling now tends bar, coming and going as it pleases. Did you know that!?
Posted at Fri Nov 23 15:20:20 2012 UTC (12 years, 4 months, 25 days, 21 hours, 57 minutes, and 7 seconds ago)Your ship in the rift should no longer preemptively beep about locating a beacon when it's actually way off from actually being detecting a beacon.
Posted at Fri Nov 23 21:13:28 2012 UTC (12 years, 4 months, 25 days, 16 hours, 3 minutes, and 59 seconds ago)Friendly tugs will no longer eagerly rescue docked or tugged ships.
Posted at Sat Nov 24 02:56:12 2012 UTC (12 years, 4 months, 25 days, 10 hours, 21 minutes, and 15 seconds ago)Ships traveling closely together in the riftflow, if starting from the same point, should now see identical riftflow speeds.
Posted at Sat Nov 24 15:44:26 2012 UTC (12 years, 4 months, 24 days, 21 hours, 33 minutes, and 1 second ago)Players should no longer be trapped in their conference rooms and offices forever.
Posted at Sat Nov 24 18:47:37 2012 UTC (12 years, 4 months, 24 days, 18 hours, 29 minutes, and 50 seconds ago)You can now load station modules on any transport you have a key for.
Station modules in the module bay will display who contributed them.
Posted at Sat Nov 24 19:48:26 2012 UTC (12 years, 4 months, 24 days, 17 hours, 29 minutes, and 1 second ago)Also, trustee offices are probably fixed.
Posted at Sat Nov 24 19:49:10 2012 UTC (12 years, 4 months, 24 days, 17 hours, 28 minutes, and 17 seconds ago)Trustee offices are fixed for really real 4realz.
Posted at Sat Nov 24 19:52:13 2012 UTC (12 years, 4 months, 24 days, 17 hours, 25 minutes, and 14 seconds ago)Temporary beacons might actually work now.
Posted at Sun Nov 25 01:04:38 2012 UTC (12 years, 4 months, 24 days, 12 hours, 12 minutes, and 49 seconds ago)Fixed a bug with submitting xenology containers to temp station xenology centers.
Posted at Sun Nov 25 02:52:10 2012 UTC (12 years, 4 months, 24 days, 10 hours, 25 minutes, and 17 seconds ago)Artifact submission is now more fixed, hopefully to the point where it works.
Posted at Sun Nov 25 03:14:07 2012 UTC (12 years, 4 months, 24 days, 10 hours, 3 minutes, and 20 seconds ago)Fixed yet another thing about artifact submission.
Posted at Sun Nov 25 03:17:55 2012 UTC (12 years, 4 months, 24 days, 9 hours, 59 minutes, and 32 seconds ago)Fixed a bug allowing chained ships to dock on temp stations.
Posted at Sun Nov 25 05:00:47 2012 UTC (12 years, 4 months, 24 days, 8 hours, 16 minutes, and 40 seconds ago)Reels will now accept single items.
Posted at Sun Nov 25 05:24:46 2012 UTC (12 years, 4 months, 24 days, 7 hours, 52 minutes, and 41 seconds ago)Temp stations now have a PA.
Posted at Sun Nov 25 05:32:11 2012 UTC (12 years, 4 months, 24 days, 7 hours, 45 minutes, and 16 seconds ago)* Temp station charger modules now have point requirements.
* The rapid recharger is no longer an instant recharger, but rather a very fast trickle charger.
Posted at Sun Nov 25 06:10:57 2012 UTC (12 years, 4 months, 24 days, 7 hours, 6 minutes, and 30 seconds ago)Tweaked the module megacredit pricing of temp station charger modules.
Posted at Sun Nov 25 06:13:46 2012 UTC (12 years, 4 months, 24 days, 7 hours, 3 minutes, and 41 seconds ago)Temp stations should now be able to receive hypercast messages aimed at them.
Posted at Sun Nov 25 06:21:42 2012 UTC (12 years, 4 months, 24 days, 6 hours, 55 minutes, and 45 seconds ago)Temporary space stations now appear on long-range scanners. Also, the control room of a temporary station can hear the pings now.
Posted at Sun Nov 25 16:46:19 2012 UTC (12 years, 4 months, 23 days, 20 hours, 31 minutes, and 8 seconds ago)You can now use the passive long-range scanner on temp stations with the LRSCAN command, much like how you can with a ship.
Posted at Sun Nov 25 17:19:58 2012 UTC (12 years, 4 months, 23 days, 19 hours, 57 minutes, and 29 seconds ago)The power display for non-Mutuality stations should now show up in non-Mutuality time if you're a Mutuality member.
Posted at Sun Nov 25 18:26:33 2012 UTC (12 years, 4 months, 23 days, 18 hours, 50 minutes, and 54 seconds ago)Fixed a couple of display errors in deferred temp station payout, which, fortunately, did not actually affect any points or credits.
Posted at Sun Nov 25 19:44:33 2012 UTC (12 years, 4 months, 23 days, 17 hours, 32 minutes, and 54 seconds ago)Fixed an issue with salvage op controller megacredit pricing.
Posted at Sun Nov 25 19:56:53 2012 UTC (12 years, 4 months, 23 days, 17 hours, 20 minutes, and 34 seconds ago)Added support for properly equipped temporary space stations to execute active long-range sensor sweeps.
Posted at Sun Nov 25 20:06:21 2012 UTC (12 years, 4 months, 23 days, 17 hours, 11 minutes, and 6 seconds ago)Unidentified entities should now properly use their unknown object names with regards to temporary space stations.
Posted at Sun Nov 25 20:31:13 2012 UTC (12 years, 4 months, 23 days, 16 hours, 46 minutes, and 14 seconds ago)Added support for properly equipped temporary space stations to communicate via hypercasting.
Posted at Sun Nov 25 20:45:04 2012 UTC (12 years, 4 months, 23 days, 16 hours, 32 minutes, and 23 seconds ago)Added a variety of exciting new top modules, most of them relating to exploration points.
Posted at Sun Nov 25 20:54:30 2012 UTC (12 years, 4 months, 23 days, 16 hours, 22 minutes, and 57 seconds ago)Signal boosters might actually work now.
Posted at Sun Nov 25 21:18:31 2012 UTC (12 years, 4 months, 23 days, 15 hours, 58 minutes, and 56 seconds ago)Signal boosters now DEFINITELY actually work.
Posted at Sun Nov 25 21:23:04 2012 UTC (12 years, 4 months, 23 days, 15 hours, 54 minutes, and 23 seconds ago)A special Mutuality beacon module is now available which was accidentally not available but it was supposed to be available.
Posted at Mon Nov 26 01:25:50 2012 UTC (12 years, 4 months, 23 days, 11 hours, 51 minutes, and 37 seconds ago)Fixed an issue that allowed orgs to sometimes gain command points when they shouldn't.
Posted at Mon Nov 26 04:55:25 2012 UTC (12 years, 4 months, 23 days, 8 hours, 22 minutes, and 2 seconds ago)A few new things!
* Added a wormhole drive tracer top module.
* Interdictor modules now come with wormhole drive tracers.
Posted at Mon Nov 26 05:20:36 2012 UTC (12 years, 4 months, 23 days, 7 hours, 56 minutes, and 51 seconds ago)Asteroid processor station modules are now available. Best of luck to the first person to try one.
Posted at Mon Nov 26 05:49:43 2012 UTC (12 years, 4 months, 23 days, 7 hours, 27 minutes, and 44 seconds ago)Battery-based power supplies now have a variable lifespan based on how much power drain is being placed on the battery.
Posted at Mon Nov 26 05:55:39 2012 UTC (12 years, 4 months, 23 days, 7 hours, 21 minutes, and 48 seconds ago)Orgs now properly use post-unity points when testing for module point requirements.
Posted at Mon Nov 26 05:57:52 2012 UTC (12 years, 4 months, 23 days, 7 hours, 19 minutes, and 35 seconds ago)AEU now has its very own alliance-specific temp station module.
Posted at Mon Nov 26 19:05:17 2012 UTC (12 years, 4 months, 22 days, 18 hours, 12 minutes, and 10 seconds ago)League now has its very own largely alliance-specific RANGE of temp station modules!
Posted at Mon Nov 26 19:37:18 2012 UTC (12 years, 4 months, 22 days, 17 hours, 40 minutes, and 9 seconds ago)Fringe now has its very own largely-alliance specific range of temp station modules.
Posted at Mon Nov 26 20:03:34 2012 UTC (12 years, 4 months, 22 days, 17 hours, 13 minutes, and 53 seconds ago)Fixed battery station lifespans to where using them at a level below maximum load actually increases the station's lifespan instead of reducing it
Posted at Mon Nov 26 21:41:33 2012 UTC (12 years, 4 months, 22 days, 15 hours, 35 minutes, and 54 seconds ago)Increased the usefulness of League-specific stealth system modules over the unaligned module.
Posted at Mon Nov 26 23:34:44 2012 UTC (12 years, 4 months, 22 days, 13 hours, 42 minutes, and 43 seconds ago)Added a new function to the command 'FTL' without arguments. In addition to the usual display of FTL beacon network links, it will display a list of temporary stations known to yourself, your organization, or your alliance. This might alleviate a few frustrations!
Posted at Tue Nov 27 04:46:07 2012 UTC (12 years, 4 months, 22 days, 8 hours, 31 minutes, and 20 seconds ago)Made the new thing actually work.
Posted at Tue Nov 27 04:49:14 2012 UTC (12 years, 4 months, 22 days, 8 hours, 28 minutes, and 13 seconds ago)Organizations can now designate MEMBER-USABLE MEGACREDITS. This designates some number of the organization's megacredits (none of them, some of them, all of them, megacredits that don't even exist yet!) to be usable by non-trustees. These are still spent from the main pool of megacredits, but members cannot spend any more than has been designated. This allows trustees to give some leeway as to who can build organization temporary stations.
Posted at Tue Nov 27 06:12:00 2012 UTC (12 years, 4 months, 22 days, 7 hours, 5 minutes, and 27 seconds ago)Fixed an issue that would potentially allow a station to instantly fall apart upon construction.
Posted at Tue Nov 27 06:50:31 2012 UTC (12 years, 4 months, 22 days, 6 hours, 26 minutes, and 56 seconds ago)Destroyed stations in sectors with multiple temp stations will not lose their sector identifier until the last temp station breaks up.
Posted at Tue Nov 27 07:24:52 2012 UTC (12 years, 4 months, 22 days, 5 hours, 52 minutes, and 35 seconds ago)Stations with wormhole ejectors now automatically eject their storage module through their wormhole ejection module ports when the station runs out of life, instead of ejecting a storage module that has to be towed back home.
Posted at Tue Nov 27 17:18:03 2012 UTC (12 years, 4 months, 21 days, 19 hours, 59 minutes, and 24 seconds ago)You can no longer pick up lifters with attached modules, by the way.
Posted at Tue Nov 27 17:18:18 2012 UTC (12 years, 4 months, 21 days, 19 hours, 59 minutes, and 9 seconds ago)Space module transports have had their point requirements and cost drastically reduced. Existing owners have been issued a refund of the difference.
Posted at Tue Nov 27 18:14:01 2012 UTC (12 years, 4 months, 21 days, 19 hours, 3 minutes, and 26 seconds ago)Fixed temp station salvage op pirate attack intensities.
Posted at Wed Nov 28 20:53:57 2012 UTC (12 years, 4 months, 20 days, 16 hours, 23 minutes, and 30 seconds ago)Fixed a thing with heat ship spawning that ended up with a lot of heat ships spawning when they probably shouldn't have been spawning.
Posted at Thu Nov 29 02:58:58 2012 UTC (12 years, 4 months, 20 days, 10 hours, 18 minutes, and 29 seconds ago)Okay, that bug with heat should be fixed for real.
Posted at Thu Nov 29 03:42:57 2012 UTC (12 years, 4 months, 20 days, 9 hours, 34 minutes, and 30 seconds ago)Made stealth modules potentially far, far more useful. We'll see if it's too much.
Posted at Fri Nov 30 23:18:21 2012 UTC (12 years, 4 months, 18 days, 13 hours, 59 minutes, and 6 seconds ago)To clarify the previous changelog, NPCs are now affected by stealth modules on temporary stations.
Posted at Sat Dec 1 00:43:37 2012 UTC (12 years, 4 months, 18 days, 12 hours, 33 minutes, and 50 seconds ago)Fixed an ancient asteroid hauling reporting bug thing.
Posted at Sat Dec 1 02:48:31 2012 UTC (12 years, 4 months, 18 days, 10 hours, 28 minutes, and 56 seconds ago)Debris burning temp station power supplies now consume debris at a rate based off of how much power is being used.
Posted at Sat Dec 1 06:47:03 2012 UTC (12 years, 4 months, 18 days, 6 hours, 30 minutes, and 24 seconds ago)Added additional shaming.
Posted at Sat Dec 1 16:04:19 2012 UTC (12 years, 4 months, 17 days, 21 hours, 13 minutes, and 8 seconds ago)Added a line to the description of starship titles to educate people on the notion that something called a "title of ownership" might be important.
Posted at Sat Dec 1 16:08:06 2012 UTC (12 years, 4 months, 17 days, 21 hours, 9 minutes, and 21 seconds ago)Added a new variety of temp station powerplant.
Posted at Sat Dec 1 18:58:06 2012 UTC (12 years, 4 months, 17 days, 18 hours, 19 minutes, and 21 seconds ago)Fixed an issue where you could buy certain licenses that you aren't actually supposed to be able to buy
Posted at Sat Dec 1 20:57:00 2012 UTC (12 years, 4 months, 17 days, 16 hours, 20 minutes, and 27 seconds ago)You can no longer attach space lifters that happen to be in some container to things.
Posted at Mon Dec 3 04:56:13 2012 UTC (12 years, 4 months, 16 days, 8 hours, 21 minutes, and 14 seconds ago)Fixed a few simulator bugs, mostly the myriad ways in which players manage to trap themselves inside them forever.
- Added EXIT and OUT aliases to the END command to make it easier to guess. The OUT alias also serves the purpose of making players unable to go to the airlock and attempt to embark on a virtual spacewalk (thus getting trapped forever).
- Disabled the SYSTEMS panel on simulated ships, making players unable to depower the ship and end up inside a virtual emergency bubble, thus getting trapped forever.
- Added the END command to all virtual ship room descriptions, so that the 65% of players who ever read any description (actual statistic) will no longer be trapped forever if they forget the command.
Posted at Mon Dec 3 17:27:36 2012 UTC (12 years, 4 months, 15 days, 19 hours, 49 minutes, and 51 seconds ago)Capsules no longer erroneously have salvaging equipment.
Posted at Tue Dec 4 06:15:18 2012 UTC (12 years, 4 months, 15 days, 7 hours, 2 minutes, and 9 seconds ago)Fixed a thing with orgs and getting points and how some orgs were getting points that they shouldn't have been getting and some orgs weren't getting points that they should have been getting, but only in certain extremely rare cases of which one eventually popped up.
Posted at Tue Dec 4 08:26:20 2012 UTC (12 years, 4 months, 15 days, 4 hours, 51 minutes, and 7 seconds ago)Fixed a tiny little cosmetic bug with seatbelts.
Posted at Tue Dec 4 08:51:53 2012 UTC (12 years, 4 months, 15 days, 4 hours, 25 minutes, and 34 seconds ago)Fixed an issue wherein the various fixes to prevent people becoming trapped forever in sims the other day resulted in people becoming trapped forever in sims.
Posted at Wed Dec 5 05:30:20 2012 UTC (12 years, 4 months, 14 days, 7 hours, 47 minutes, and 7 seconds ago)Taxation with temp stations have changed to be more in line with the old org station taxation system. Namely:
* If your org has contributed a module, you get taxed based off of the unity of your org. Higher unity is better.
* If YOU have personally contributed a module, you are taxed as if you are an org with 100% unity.
Posted at Thu Dec 6 00:40:07 2012 UTC (12 years, 4 months, 13 days, 12 hours, 37 minutes, and 20 seconds ago)Megacredit income is now shown on the trustee-accessible income reports
Posted at Thu Dec 6 03:18:44 2012 UTC (12 years, 4 months, 13 days, 9 hours, 58 minutes, and 43 seconds ago)Orgs now get megacredits from asteroid hauling.
Posted at Thu Dec 6 03:33:55 2012 UTC (12 years, 4 months, 13 days, 9 hours, 43 minutes, and 32 seconds ago)Orgs now get megacredits from salvage operations.
Posted at Thu Dec 6 17:49:25 2012 UTC (12 years, 4 months, 12 days, 19 hours, 28 minutes, and 2 seconds ago)Digital felo games should now actually work.
Posted at Thu Dec 6 20:01:56 2012 UTC (12 years, 4 months, 12 days, 17 hours, 15 minutes, and 31 seconds ago)Jumping to a temp station sector located inside a location like the Radio Bubble now tells you the same description that you would have gotten from rifting into the location.
Posted at Sun Dec 9 07:44:39 2012 UTC (12 years, 4 months, 10 days, 5 hours, 32 minutes, and 48 seconds ago)Organization income from business sources (such as battle analysis scanners, salvage processors, and asteroid processors, among other things) is now modified by the organization's unity. This means that organizations with 100% unity get the most money, and organizations with lower amounts of unity get comparably less. To an extent, this also applies to megacredit income.
Posted at Sun Dec 9 08:22:42 2012 UTC (12 years, 4 months, 10 days, 4 hours, 54 minutes, and 45 seconds ago)You should no longer be able to dock courier ships inside the docking bays of larger ships.
Posted at Sun Dec 9 09:20:44 2012 UTC (12 years, 4 months, 10 days, 3 hours, 56 minutes, and 43 seconds ago)Pirates will find themselves attacking newbies with much less frequency.
Posted at Sun Dec 9 22:37:47 2012 UTC (12 years, 4 months, 9 days, 14 hours, 39 minutes, and 40 seconds ago)Organization station sectors should no longer be accessible.
Posted at Mon Dec 10 16:08:51 2012 UTC (12 years, 4 months, 8 days, 21 hours, 8 minutes, and 36 seconds ago)Fixed an instance of organizations acquiring command points when they shouldn't.
Posted at Mon Dec 10 16:27:30 2012 UTC (12 years, 4 months, 8 days, 20 hours, 49 minutes, and 57 seconds ago)For the first time in 13 years, 'SAYTO
Digital felo games are now slightly less prone to death.
Posted at Fri Dec 14 03:39:47 2012 UTC (12 years, 4 months, 5 days, 9 hours, 37 minutes, and 40 seconds ago)Digital felo, after being reset, will now show how long you have managed to keep them alive.
Posted at Fri Dec 14 03:52:51 2012 UTC (12 years, 4 months, 5 days, 9 hours, 24 minutes, and 36 seconds ago)Also how long you managed to keep them alive before they died a horrible death due to neglect.
Posted at Fri Dec 14 03:53:09 2012 UTC (12 years, 4 months, 5 days, 9 hours, 24 minutes, and 18 seconds ago)You monster.
Posted at Fri Dec 14 03:53:15 2012 UTC (12 years, 4 months, 5 days, 9 hours, 24 minutes, and 12 seconds ago)Low priority deployments now have ground combat point based limits. Namely, you can't do them anymore if you're above a certain point level.
Posted at Sun Dec 16 10:53:41 2012 UTC (12 years, 4 months, 3 days, 2 hours, 23 minutes, and 46 seconds ago)Fixed another thing where organizations could acquire command points when they shouldn't. For real this time.
Posted at Mon Dec 17 02:17:37 2012 UTC (12 years, 4 months, 2 days, 10 hours, 59 minutes, and 50 seconds ago)Certain players with certain things that cause horrible, horrible tracebacks should no longer cause horrible, horrible tracebacks.
Posted at Thu Dec 20 06:27:51 2012 UTC (12 years, 3 months, 30 days, 6 hours, 49 minutes, and 36 seconds ago)Mining sites have been tweaked to not make the lag worse when there's already lag.
Posted at Wed Jan 9 21:06:44 2013 UTC (12 years, 3 months, 9 days, 16 hours, 10 minutes, and 43 seconds ago)The squidmind has been upgraded. Estimates are around four to five times faster than before. If your connection to the squidmind is acting improperly, please assist.
Posted at Wed Jan 9 21:07:50 2013 UTC (12 years, 3 months, 9 days, 16 hours, 9 minutes, and 37 seconds ago)Don't worry! Starcharts will be around LATER!
Posted at Sun Jan 13 03:30:07 2013 UTC (12 years, 3 months, 6 days, 9 hours, 47 minutes, and 20 seconds ago)Fixed a comm scrambling problem with Quebelandia.
Posted at Sun Jan 13 03:51:58 2013 UTC (12 years, 3 months, 6 days, 9 hours, 25 minutes, and 29 seconds ago)Fixed the known bugs list (KNOWNBUGS command) to continue to display all posted known bugs. Please consult this before making a bug report. Thank you!
Posted at Sun Jan 13 19:45:53 2013 UTC (12 years, 3 months, 5 days, 17 hours, 31 minutes, and 34 seconds ago)We're taking another look at battlesuit balance, so our first move has been to add a new, totally unique module to the Mutuality battlesuit. It only has about half of the abilities as the other modules, but we hope that our very inventive playerbase will be able to get some use out of it.
Posted at Mon Jan 14 22:02:17 2013 UTC (12 years, 3 months, 4 days, 15 hours, 15 minutes, and 10 seconds ago)AEU battlesuits no longer have the projectile or plasma modules. Additionally, the requirements for the 'light' module on an AEU battlesuit have been bumped up one tier.
Posted at Thu Jan 17 00:20:07 2013 UTC (12 years, 3 months, 2 days, 12 hours, 57 minutes, and 20 seconds ago)Armored repairers will find that their repair capabilities are somewhat lessened. This effect increases with heavier levels of armor.
Posted at Thu Jan 17 00:42:55 2013 UTC (12 years, 3 months, 2 days, 12 hours, 34 minutes, and 32 seconds ago)Microdrones are now counted as minidrones for the purposes of minimodule boosts.
Posted at Thu Jan 17 01:06:55 2013 UTC (12 years, 3 months, 2 days, 12 hours, 10 minutes, and 32 seconds ago)Fixed a bug in repair amounts with minimodules.
The bug was that minidrone boosting minimodules boosted ALL direct repair amounts, and the module specific ones were useless for those particular abilities. This affects the following modules:
* Defensive Nanites
* Defense of the Clans
* La Superiorite du Nouveau Quebec
Posted at Thu Jan 17 01:08:12 2013 UTC (12 years, 3 months, 2 days, 12 hours, 9 minutes, and 15 seconds ago)Fixed a thing that made repair actions spew out errors everywhere because of a bug that I introduced and just fixed..
Posted at Thu Jan 17 01:23:27 2013 UTC (12 years, 3 months, 2 days, 11 hours, and 54 minutes ago)Illegal abilities and weapons (I.E. ones where you don't have the proper module) should go away now. For now, you'll still need to manually remove the aliases, but you won't be prompted to add the aliases any more once you exit out of the alias assignment menu.
Posted at Thu Jan 17 03:02:16 2013 UTC (12 years, 3 months, 2 days, 10 hours, 15 minutes, and 11 seconds ago)Fixed an issue with the reconstructive microdrone cloud ability.
Posted at Thu Jan 17 06:55:43 2013 UTC (12 years, 3 months, 2 days, 6 hours, 21 minutes, and 44 seconds ago)Added TWO BRAND NEW styles of minimodule for you to salivate over.
Posted at Tue Jan 22 00:32:15 2013 UTC (12 years, 2 months, 27 days, 12 hours, 45 minutes, and 12 seconds ago)EAOS battlesuits no longer have the minidrone module. However, they now have an entirely new defensively-oriented module to take its place.
Posted at Tue Jan 22 02:02:29 2013 UTC (12 years, 2 months, 27 days, 11 hours, 14 minutes, and 58 seconds ago)Also, the EAOS gets this new module at tier 4 instead of tier 5.
Posted at Tue Jan 22 02:04:47 2013 UTC (12 years, 2 months, 27 days, 11 hours, 12 minutes, and 40 seconds ago)Defensive envelop can now be used on yourself.
Posted at Tue Jan 22 02:21:52 2013 UTC (12 years, 2 months, 27 days, 10 hours, 55 minutes, and 35 seconds ago)Triage now requires a target, instead of erroring horribly if you don't specify a target.
Posted at Tue Jan 22 02:22:25 2013 UTC (12 years, 2 months, 27 days, 10 hours, 55 minutes, and 2 seconds ago)Additionally, triage can no longer be used on yourself.
Posted at Tue Jan 22 02:22:43 2013 UTC (12 years, 2 months, 27 days, 10 hours, 54 minutes, and 44 seconds ago)Bringing more than the suggested number of people for a given ground mission now gives you a heads up when you complete the mission.
Posted at Tue Jan 22 03:42:47 2013 UTC (12 years, 2 months, 27 days, 9 hours, 34 minutes, and 40 seconds ago)Megapod raids now give credits IF you are eligible to do one.
Posted at Tue Jan 22 03:43:07 2013 UTC (12 years, 2 months, 27 days, 9 hours, 34 minutes, and 20 seconds ago)When the invalid ability wiper runs on your battlesuit, it will also check your aliases and scrub them of what it deleted.
HOWEVER, this does NOT work for currently set invalid aliases. Repeat: IF YOU HAVE AN INVALID BATTLESUIT ALIAS ALREADY, THIS WILL DO NOTHING. INSTEAD DO THIS.
REMOVE the alias from your command list, and any aliases that you don't want to set later.
EXIT the command list.
The invalid aliases will no longer be prompted to be added again.
[red][bold][blink]DO NOT REPORT THAT YOUR BATTLESUIT HAS INVALID ALIASES. FOLLOW THOSE INSTRUCTIONS ABOVE. IF THOSE INSTRUCTIONS FOR SOME REASON DO NOT WORK, THEN REPORT.[normal]
Posted at Tue Jan 22 21:37:27 2013 UTC (12 years, 2 months, 26 days, 15 hours, and 40 minutes ago)Stun traps are now properly categorized as mercantile tools.
Posted at Tue Jan 22 22:47:44 2013 UTC (12 years, 2 months, 26 days, 14 hours, 29 minutes, and 43 seconds ago)Watch out! Certain RATS have added several new tricks to their repertoire.
Posted at Wed Jan 23 00:26:00 2013 UTC (12 years, 2 months, 26 days, 12 hours, 51 minutes, and 27 seconds ago)Changed the 'power systems channeling' ability fairly drastically.
* It now uses a fraction of the energy that it originally used.
* Energy regeneration effect more noticable.
* You can no longer use it on yourself. (Not that you'd want to.)
And...drumroll...
* While the ability is active, the user now experiences a severe penalty to energy regeneration.
Posted at Wed Jan 23 04:52:56 2013 UTC (12 years, 2 months, 26 days, 8 hours, 24 minutes, and 31 seconds ago)Hardening syrup spray can now be used on yourself.
Posted at Wed Jan 23 04:55:07 2013 UTC (12 years, 2 months, 26 days, 8 hours, 22 minutes, and 20 seconds ago)Sticky syrup spray can now be used on yourself.
Posted at Wed Jan 23 04:56:35 2013 UTC (12 years, 2 months, 26 days, 8 hours, 20 minutes, and 52 seconds ago)Improved Nouveau Quebecois National Anthem's accuracy boost.
Posted at Wed Jan 23 04:57:20 2013 UTC (12 years, 2 months, 26 days, 8 hours, 20 minutes, and 7 seconds ago)Regenerative and degenerative effects are now boosted by minimodules.
Posted at Wed Jan 23 05:03:04 2013 UTC (12 years, 2 months, 26 days, 8 hours, 14 minutes, and 23 seconds ago)Fixed an issue that caused battlesuit tracebacks relating to certain abilities. Also fixed any battlesuits affected.
Posted at Thu Jan 24 05:44:02 2013 UTC (12 years, 2 months, 25 days, 7 hours, 33 minutes, and 25 seconds ago)Microdrones should no longer display as being minidrones when they're used to repair a target.
Posted at Thu Jan 24 08:36:53 2013 UTC (12 years, 2 months, 25 days, 4 hours, 40 minutes, and 34 seconds ago)NPCs using minidrones or microdrones should no longer appear to be using nanite abilities instead of micro/minidrones.
Posted at Thu Jan 24 08:37:33 2013 UTC (12 years, 2 months, 25 days, 4 hours, 39 minutes, and 54 seconds ago)Fixed an unlikely edge case with the Nouveau Quebec repair messages.
Posted at Thu Jan 24 08:38:19 2013 UTC (12 years, 2 months, 25 days, 4 hours, 39 minutes, and 8 seconds ago)Fixed a similar issue with the Spinward Clan battlesuit.
Posted at Thu Jan 24 08:39:12 2013 UTC (12 years, 2 months, 25 days, 4 hours, 38 minutes, and 15 seconds ago)Changed how the 'Reactor Overdrive' ability works. It's now much, much less effective outside of combat, but much more effective inside combat on average.
Posted at Thu Jan 24 10:23:06 2013 UTC (12 years, 2 months, 25 days, 2 hours, 54 minutes, and 21 seconds ago)Evasion minimodules should now be much, much more useful, on average.
Posted at Thu Jan 24 10:40:39 2013 UTC (12 years, 2 months, 25 days, 2 hours, 36 minutes, and 48 seconds ago)Fixed a bug that caused battlesuits to occasionally be less evasive than a stationary target.
Posted at Thu Jan 24 10:47:07 2013 UTC (12 years, 2 months, 25 days, 2 hours, 30 minutes, and 20 seconds ago)Increased the usefulness of secede.
Posted at Thu Jan 24 10:50:37 2013 UTC (12 years, 2 months, 25 days, 2 hours, 26 minutes, and 50 seconds ago)Made the two TOTALLY NEW BATTLESUIT MINIMODULES a bit more useful in general use.
Posted at Thu Jan 24 12:00:16 2013 UTC (12 years, 2 months, 25 days, 1 hour, 17 minutes, and 11 seconds ago)Adjusted the RATS battlesuit to be more consistent with other battlesuits that occupy a similar role.
Posted at Thu Jan 24 20:24:34 2013 UTC (12 years, 2 months, 24 days, 16 hours, 52 minutes, and 53 seconds ago)Fixed an issue with power systems channeling.
Posted at Fri Jan 25 00:20:54 2013 UTC (12 years, 2 months, 24 days, 12 hours, 56 minutes, and 33 seconds ago)Repair drones now temporarily boost the amount of damage people repair you for.
Posted at Fri Jan 25 03:12:30 2013 UTC (12 years, 2 months, 24 days, 10 hours, 4 minutes, and 57 seconds ago)Energy bottles now temporarily boost your energy generation rate.
Posted at Fri Jan 25 23:13:21 2013 UTC (12 years, 2 months, 23 days, 14 hours, 4 minutes, and 6 seconds ago)Changed a small, but critical way in how battlesuit regeneration works. You probably won't notice the difference. Unless it starts making a ton of errors, in which case you'll know the difference by the errors.
Posted at Fri Jan 25 23:32:49 2013 UTC (12 years, 2 months, 23 days, 13 hours, 44 minutes, and 38 seconds ago)The degenerative damage code should now be more rugged in the case of mysterious errors.
Posted at Sat Jan 26 00:58:24 2013 UTC (12 years, 2 months, 23 days, 12 hours, 19 minutes, and 3 seconds ago)Fixed an issue that could cause the new and improved damage over time code to horribly screw up.
Posted at Sat Jan 26 02:05:31 2013 UTC (12 years, 2 months, 23 days, 11 hours, 11 minutes, and 56 seconds ago)Hardened the battlesuit regeneration code in the same way.
Posted at Sat Jan 26 02:05:55 2013 UTC (12 years, 2 months, 23 days, 11 hours, 11 minutes, and 32 seconds ago)'Teamwork' abilities now require slightly less coordination to pull off.
Posted at Sat Jan 26 02:47:21 2013 UTC (12 years, 2 months, 23 days, 10 hours, 30 minutes, and 6 seconds ago)Also, an old enemy with a new ability now actually can actually use one of its new abilities.
Posted at Sat Jan 26 02:50:49 2013 UTC (12 years, 2 months, 23 days, 10 hours, 26 minutes, and 38 seconds ago)Built a generic keypad lock feature into the exit system after Lily requested such on about eight separate occasions.
Posted at Mon Jan 28 20:03:33 2013 UTC (12 years, 2 months, 20 days, 17 hours, 13 minutes, and 54 seconds ago)Added a few super high end station modules.
Posted at Mon Jan 28 20:17:34 2013 UTC (12 years, 2 months, 20 days, 16 hours, 59 minutes, and 53 seconds ago)Fixed a minor inconsistency regarding the EAOS Tier 1 battlesuit.
Posted at Tue Jan 29 13:42:13 2013 UTC (12 years, 2 months, 19 days, 23 hours, 35 minutes, and 14 seconds ago)Introducing...
BATTLESUIT CRITICAL AND GRAZING HITS!
When firing weapons, you now have a chance to land a critical or grazing hit.
Critical hits happen more often with less accurate weapons, and grazing hits happen more often with more accurate weapons. Overall, every weapon is MORE accurate and does MORE damage than before!
Posted at Wed Jan 30 00:27:58 2013 UTC (12 years, 2 months, 19 days, 12 hours, 49 minutes, and 29 seconds ago)You now get feedback when you are personally hit with a critical or grazing hit, instead of just when you inflict one.
Posted at Wed Jan 30 00:29:21 2013 UTC (12 years, 2 months, 19 days, 12 hours, 48 minutes, and 6 seconds ago)Accuracy affecting modifiers no longer change how the weapon reacts with regards to critical and grazing hits.
Posted at Wed Jan 30 01:07:32 2013 UTC (12 years, 2 months, 19 days, 12 hours, 9 minutes, and 55 seconds ago)Accuracy affecting modifiers should react better with respect to grazing hits.
Posted at Wed Jan 30 01:21:59 2013 UTC (12 years, 2 months, 19 days, 11 hours, 55 minutes, and 28 seconds ago)Fixed another instance in which accuracy affecting modifiers would affect critical and grazing hits in battlesuits. Also fixed an error introduced in that process that caused absolutely everything in battlesuits to start spamming us with errors.
Posted at Wed Jan 30 02:09:42 2013 UTC (12 years, 2 months, 19 days, 11 hours, 7 minutes, and 45 seconds ago)Added a framework for a few new buffs/debuffs pertaining to critical and grazing hits.
Posted at Wed Jan 30 04:35:29 2013 UTC (12 years, 2 months, 19 days, 8 hours, 41 minutes, and 58 seconds ago)Power systems channeling should actually work now.
Posted at Wed Jan 30 05:09:27 2013 UTC (12 years, 2 months, 19 days, 8 hours, and 8 minutes ago)IFS protection should no longer think it's a RATS ability.
Posted at Wed Jan 30 05:11:55 2013 UTC (12 years, 2 months, 19 days, 8 hours, 5 minutes, and 32 seconds ago)Cleaned up the ability preparation interrupt code. Only one suit will really notice the difference.
Posted at Wed Jan 30 06:20:04 2013 UTC (12 years, 2 months, 19 days, 6 hours, 57 minutes, and 23 seconds ago)Also, critical and grazing hits now interrupt ability preparation more/less frequently.
Posted at Wed Jan 30 06:20:28 2013 UTC (12 years, 2 months, 19 days, 6 hours, 56 minutes, and 59 seconds ago)Modified the laser guidance ability. See if you can taste the difference!
Posted at Wed Jan 30 06:24:07 2013 UTC (12 years, 2 months, 19 days, 6 hours, 53 minutes, and 20 seconds ago)Fixed an issue wherein an enemy who had destroyed a player would politely wait for the entire destruction and recovery process to finish before resuming action, presumably to make sure their victim was all right. This thoughtfulness shall exist no longer.
Posted at Wed Jan 30 22:50:50 2013 UTC (12 years, 2 months, 18 days, 14 hours, 26 minutes, and 37 seconds ago)Temp station status transmissions will now be more specific.
Posted at Thu Jan 31 21:07:21 2013 UTC (12 years, 2 months, 17 days, 16 hours, 10 minutes, and 6 seconds ago)Fixed an issue with enemy targeting and repairs.
Posted at Tue Feb 5 16:48:37 2013 UTC (12 years, 2 months, 12 days, 20 hours, 28 minutes, and 50 seconds ago)Fixed a bug that was just introduced because of that last change.
Posted at Tue Feb 5 17:16:08 2013 UTC (12 years, 2 months, 12 days, 20 hours, 1 minute, and 19 seconds ago)Radiate now only works if you have armor.
Posted at Tue Feb 5 17:40:59 2013 UTC (12 years, 2 months, 12 days, 19 hours, 36 minutes, and 28 seconds ago)RATS have yet another trick up their sleeve.
Posted at Tue Feb 5 18:16:19 2013 UTC (12 years, 2 months, 12 days, 19 hours, 1 minute, and 8 seconds ago)Implied from previous changes: Abilities now have the ability (GET IT) to detect and target when you have armor. Or DON'T have armor. This will be used more extensively in the near future, possibly even by currently extant abilities.
Posted at Tue Feb 5 20:12:07 2013 UTC (12 years, 2 months, 12 days, 17 hours, 5 minutes, and 20 seconds ago)Group damaging weapons (such as bombs) hit at least two targets, but they might not hit EVERY target anymore. This does not apply to abilities.
Posted at Tue Feb 5 23:14:04 2013 UTC (12 years, 2 months, 12 days, 14 hours, 3 minutes, and 23 seconds ago)Fixed an exploit involving detonators and cover.
Posted at Tue Feb 5 23:30:52 2013 UTC (12 years, 2 months, 12 days, 13 hours, 46 minutes, and 35 seconds ago)Oh, forgot to changelog this one: Ground combat abilities can summon enemies now.
Posted at Wed Feb 6 16:52:43 2013 UTC (12 years, 2 months, 11 days, 20 hours, 24 minutes, and 44 seconds ago)NPCs now know how to utilize lock-related mechanics.
Posted at Thu Feb 7 09:42:44 2013 UTC (12 years, 2 months, 11 days, 3 hours, 34 minutes, and 43 seconds ago)Ground combat NPCs, that is.
Posted at Thu Feb 7 09:43:09 2013 UTC (12 years, 2 months, 11 days, 3 hours, 34 minutes, and 18 seconds ago)Modified ground combat naming designations to allow 49 individual NPCs in one room before it starts freaking out, up from 24! That's almost twice as many NPCs!
Posted at Thu Feb 7 10:00:26 2013 UTC (12 years, 2 months, 11 days, 3 hours, 17 minutes, and 1 second ago)Experimentally added in AI redesignation. Basically, when an enemy moves, its designation is UNIQUE. So if you're fighting, say, 'Poacher Supporter Alpha', and there's up to Gamma in the next room over when it moves, its designation will change to 'Poacher Supporter Delta.' This also works for abilities such as snipe. So, basically: No more having to poke around with item matching to figure out WHICH alpha you should be shooting at when the first alpha is gone.
Posted at Thu Feb 7 10:21:36 2013 UTC (12 years, 2 months, 11 days, 2 hours, 55 minutes, and 51 seconds ago)Note that the AI redesignation code has only been minimally tested. It MIGHT begin to cause tons of errors. Who knows!
Posted at Thu Feb 7 10:24:24 2013 UTC (12 years, 2 months, 11 days, 2 hours, 53 minutes, and 3 seconds ago)Fixed an edge case that would cause EVERY NPC to be redesignated constantly, making things somehow even MORE confusing.
Posted at Thu Feb 7 10:38:58 2013 UTC (12 years, 2 months, 11 days, 2 hours, 38 minutes, and 29 seconds ago)Combat with 'human' enemies (things like Poacher Supporters) should no longer end up with extremely high designations.
Posted at Thu Feb 7 10:41:20 2013 UTC (12 years, 2 months, 11 days, 2 hours, 36 minutes, and 7 seconds ago)Fixed a recently introduced bug that might cause Glyphmaker enemies to not attain a designation at all.
Posted at Thu Feb 7 11:00:14 2013 UTC (12 years, 2 months, 11 days, 2 hours, 17 minutes, and 13 seconds ago)Fixed designations for realsies.
Posted at Thu Feb 7 13:58:30 2013 UTC (12 years, 2 months, 10 days, 23 hours, 18 minutes, and 57 seconds ago)Fixed an issue with destroyed designated enemies and the auto-redesignator.
Posted at Fri Feb 8 07:45:28 2013 UTC (12 years, 2 months, 10 days, 5 hours, 31 minutes, and 59 seconds ago)Fixed the display bug where a damaged component would show up as being undamaged when it was in actuality minimally damaged such that it would round down to 0%.
Posted at Tue Feb 12 13:19:08 2013 UTC (12 years, 2 months, 5 days, 23 hours, 58 minutes, and 19 seconds ago)Point centers now display combat penalties properly in their reports and printouts.
Posted at Wed Feb 13 11:44:30 2013 UTC (12 years, 2 months, 5 days, 1 hour, 32 minutes, and 57 seconds ago)Enhanced the fine handling code!
Posted at Sun Feb 17 15:13:57 2013 UTC (12 years, 2 months, 22 hours, 3 minutes, and 30 seconds ago)Players will now have to specify their specific planet of origin during character creation. Existing characters will soon be asked to provide this information too. This is NOT a chance to CHANGE your planet of origin. It MUST match the information already in your character background, OR a host will personally drive to your house, ring your doorbell, and then run away, repeatedly, until the situation is resolved. If you do not remember your planet of origin because you have never actually roleplayed your character, you may read it with the PROFILE command or ask a friend what your accent is. Thank you.
Posted at Sun Feb 17 20:09:57 2013 UTC (12 years, 2 months, 17 hours, 7 minutes, and 30 seconds ago)Fixed a longstanding exploit regarding secondary pilot command units and the ability to share them. Thanks for all the reports, as always!
Posted at Sun Feb 17 21:50:58 2013 UTC (12 years, 2 months, 15 hours, 26 minutes, and 29 seconds ago)The grand experiment continues! Entirely new item released, referenced in your news aggregator. Please be patient with any issues that may arise.
Posted at Mon Feb 18 18:36:36 2013 UTC (12 years, 1 month, 30 days, 18 hours, 40 minutes, and 51 seconds ago)Escuintla now exists.
Posted at Mon Feb 18 19:00:21 2013 UTC (12 years, 1 month, 30 days, 18 hours, 17 minutes, and 6 seconds ago)A ringing phone will now show who is calling when you look at it.
Posted at Mon Feb 18 19:08:39 2013 UTC (12 years, 1 month, 30 days, 18 hours, 8 minutes, and 48 seconds ago)Added some memory expansion cards for the einrophones, as everyone just noticed.
Posted at Mon Feb 18 21:59:36 2013 UTC (12 years, 1 month, 30 days, 15 hours, 17 minutes, and 51 seconds ago)Your old phone holster should now be recovered if you swap it for something new, in keeping with how the other attachments work.
Posted at Mon Feb 18 22:09:53 2013 UTC (12 years, 1 month, 30 days, 15 hours, 7 minutes, and 34 seconds ago)Phones now have 'phone' as well as their color for an alias.
Posted at Mon Feb 18 23:42:23 2013 UTC (12 years, 1 month, 30 days, 13 hours, 35 minutes, and 4 seconds ago)Your metachannel communicator now supports an organization channel. It does exactly what it sounds like.
Posted at Tue Feb 19 18:14:01 2013 UTC (12 years, 1 month, 29 days, 19 hours, 3 minutes, and 26 seconds ago)Using 'org' or 'o' should now go to the comm channel instead of your metafreq.
Posted at Tue Feb 19 18:22:56 2013 UTC (12 years, 1 month, 29 days, 18 hours, 54 minutes, and 31 seconds ago)Fixed that thing that just stopped working.
Posted at Tue Feb 19 18:25:53 2013 UTC (12 years, 1 month, 29 days, 18 hours, 51 minutes, and 34 seconds ago)Added a silent function and tracking of missed calls to your phones.
Posted at Tue Feb 19 18:31:35 2013 UTC (12 years, 1 month, 29 days, 18 hours, 45 minutes, and 52 seconds ago)Fixed phone descriptions not appearing.
Posted at Tue Feb 19 18:37:43 2013 UTC (12 years, 1 month, 29 days, 18 hours, 39 minutes, and 44 seconds ago)Phones should now properly radio scramble
Posted at Tue Feb 19 18:51:46 2013 UTC (12 years, 1 month, 29 days, 18 hours, 25 minutes, and 41 seconds ago)Using a ringing phone will now display the caller and prompt you to either answer or ignore the call.
Posted at Wed Feb 20 04:54:25 2013 UTC (12 years, 1 month, 29 days, 8 hours, 23 minutes, and 2 seconds ago)Fixed silent mode to perhaps actually do something.
Posted at Thu Feb 21 00:23:50 2013 UTC (12 years, 1 month, 28 days, 12 hours, 53 minutes, and 37 seconds ago)Added a temporary space station reference device for referencing your temporary space stations.
Posted at Sat Feb 23 20:10:23 2013 UTC (12 years, 1 month, 25 days, 17 hours, 7 minutes, and 4 seconds ago)QST watches should no longer randomly traceback.
Posted at Sun Feb 24 23:12:12 2013 UTC (12 years, 1 month, 24 days, 14 hours, 5 minutes, and 15 seconds ago)Temporary space station 'online' messages are now more specific.
Posted at Tue Mar 5 01:51:19 2013 UTC (12 years, 1 month, 16 days, 11 hours, 26 minutes, and 8 seconds ago)You may now stop crafting through a variety of various commands, which I'll leave as an exercise to the reader. You'll still craft one more of whatever, but you'll only be crafting four of whatever instead of 10 of whatever.
Posted at Tue Mar 5 05:35:10 2013 UTC (12 years, 1 month, 16 days, 7 hours, 42 minutes, and 17 seconds ago)Fixed an issue resulting from launching while anchored to a few grams of rock.
Posted at Sat Mar 9 15:30:33 2013 UTC (12 years, 1 month, 11 days, 21 hours, 46 minutes, and 54 seconds ago)Reduced instances of unintentional vomiting.
Posted at Tue Mar 12 22:36:12 2013 UTC (12 years, 1 month, 8 days, 14 hours, 41 minutes, and 15 seconds ago)The unread subjects list on board readers now clears if you've been inactive for thirty days or longer.
Posted at Wed Mar 13 07:55:15 2013 UTC (12 years, 1 month, 8 days, 5 hours, 22 minutes, and 12 seconds ago)Added a fix that should correct an issue where a gemini sometimes appears to contain battlesuits that are not actually present.
Posted at Wed Mar 13 20:14:37 2013 UTC (12 years, 1 month, 7 days, 17 hours, 2 minutes, and 50 seconds ago)Made an addition to HELP LIAISONS to detail the government side of things.
Posted at Wed Mar 13 20:38:40 2013 UTC (12 years, 1 month, 7 days, 16 hours, 38 minutes, and 47 seconds ago)While we were in there, that help file also now has a countdown showing the time remaining in the term.
Posted at Wed Mar 13 20:49:09 2013 UTC (12 years, 1 month, 7 days, 16 hours, 28 minutes, and 18 seconds ago)Fixed an issue preventing organizations which have recently bought access to trustee offices from entering them.
Fixed an issue with submitting more than one item to an organization mess hall.
Added a fix to remove the menu items of defunct orgs.
Added the DELETE command to the new mess halls.
Posted at Thu Mar 14 02:43:02 2013 UTC (12 years, 1 month, 7 days, 10 hours, 34 minutes, and 25 seconds ago)Made a fix on an unreported issue which may have allowed players to turn in alliance-specific artifacts.
Posted at Thu Mar 14 20:26:11 2013 UTC (12 years, 1 month, 6 days, 16 hours, 51 minutes, and 16 seconds ago)Your organization's insurance payment should finally be properly deducted from its account upon the following Conquest.
Posted at Fri Mar 15 00:31:54 2013 UTC (12 years, 1 month, 6 days, 12 hours, 45 minutes, and 33 seconds ago)Redistributed how some components are available in Mutuality space. Tandem now sells lower point equipment than Foxtrot or DeMargas, and there's now much less overlap. This might be adjusted later.
Posted at Sun Mar 17 19:18:36 2013 UTC (12 years, 1 month, 3 days, 17 hours, 58 minutes, and 51 seconds ago)Mutuality tech sharing now looks at relations in some cases, though nobody should notice an effect for the time being
Posted at Sun Mar 17 19:21:53 2013 UTC (12 years, 1 month, 3 days, 17 hours, 55 minutes, and 34 seconds ago)Okay, Mutuality looks at relations a lot more closely in all cases, though it still looks at the Mutuality tech share agreements in addition to paying attention to relations. You shouldn't see a difference currently, report if you do.
Posted at Sun Mar 17 20:12:15 2013 UTC (12 years, 1 month, 3 days, 17 hours, 5 minutes, and 12 seconds ago)Posters in ship rooms are now slightly more functional than before. That is to say, they now function.
Posted at Mon Mar 18 00:56:32 2013 UTC (12 years, 1 month, 3 days, 12 hours, 20 minutes, and 55 seconds ago)Beware! We'll tolerate the ongoing abuse of the MTTS channel much less. Getting booted from MTTS now boots you for an ever-increasing amount of time.
Posted at Wed Mar 20 22:18:19 2013 UTC (12 years, 1 month, 14 hours, 59 minutes, and 8 seconds ago)Rebalanced the DAP for battlesuit lines that top out with light armor.
Posted at Fri Mar 22 19:21:27 2013 UTC (12 years, 28 days, 17 hours, and 56 minutes ago)The Teslatown Minimodule Shoppe will now regularly purge its oldest unsold minimods.
Posted at Fri Mar 22 20:43:50 2013 UTC (12 years, 28 days, 16 hours, 33 minutes, and 37 seconds ago)Fixed a rare traceback regarding data disc readers in projector mode.
Posted at Sat Mar 23 00:00:12 2013 UTC (12 years, 28 days, 13 hours, 17 minutes, and 15 seconds ago)Fixed a long-standing bug in one of our game balancing utilities.
Posted at Mon Mar 25 01:27:44 2013 UTC (12 years, 26 days, 11 hours, 49 minutes, and 43 seconds ago)RATS core submissions should now be markedly faster.
Posted at Mon Mar 25 01:28:59 2013 UTC (12 years, 26 days, 11 hours, 48 minutes, and 28 seconds ago)Fixed an issue causing many components to not be available to the Mutuality.
Posted at Thu Mar 28 23:04:48 2013 UTC (12 years, 22 days, 14 hours, 12 minutes, and 39 seconds ago)Messages on OOC/Comedy must now be approved by the invisible hand of the free market.
Posted at Thu Apr 4 02:10:17 2013 UTC (12 years, 16 days, 11 hours, 7 minutes, and 10 seconds ago)The MILEAGE command should now behave more nicely when subjected to extreme amounts of manually travelled sectors.
Posted at Sat Apr 13 22:10:53 2013 UTC (12 years, 6 days, 15 hours, 6 minutes, and 34 seconds ago)Contracts now use cylical time if the person is of a cylical time affiliation.
Posted at Sun Apr 14 01:13:26 2013 UTC (12 years, 6 days, 12 hours, 4 minutes, and 1 second ago)Much like any proper form of gambling, raffles now display your chance of winning.
Posted at Mon Apr 15 23:30:59 2013 UTC (12 years, 4 days, 13 hours, 46 minutes, and 28 seconds ago)Ships that somehow lose their sensor dampeners or ablative armour should actually LOSE them now.
Posted at Mon Apr 22 10:21:41 2013 UTC (11 years, 11 months, 29 days, 2 hours, 55 minutes, and 46 seconds ago)Damage from bolts can now be resisted by certain armour types. The particular types required is left as an exercise to the reader.
Posted at Mon Apr 22 20:45:35 2013 UTC (11 years, 11 months, 28 days, 16 hours, 31 minutes, and 52 seconds ago)Belatedly added organization simulator access to Resistance Headquarters.
Posted at Thu Apr 25 19:04:14 2013 UTC (11 years, 11 months, 25 days, 18 hours, 13 minutes, and 13 seconds ago)Added three levels of megacredit exchange rates for organizations at 1500, 3000, and 5000 command points. Be sure to upgrade to your maximum level before you convert any.
Posted at Thu Apr 25 19:28:02 2013 UTC (11 years, 11 months, 25 days, 17 hours, 49 minutes, and 25 seconds ago)Closed a couple of loopholes that were still allowing simulators to occasionally scramble communications.
Posted at Thu Apr 25 20:00:08 2013 UTC (11 years, 11 months, 25 days, 17 hours, 17 minutes, and 19 seconds ago)Introducing...
Aggression timers! A popular concept from MMOs, brought to the silver text screen!
Basically, it works like this: If a player attacks a ship that isn't an active threat to humanity, their ship temporarily becomes an aggressor. Aggressors are not protected by naval forces, including if they flee to their own home space!
Posted at Fri Apr 26 03:27:41 2013 UTC (11 years, 11 months, 25 days, 9 hours, 49 minutes, and 46 seconds ago)STARSHIP SUPPORT
This is a new system for organizations with at least 500 command points that will allow starships to be produced beyond the hard limits currently in place. First, here is a new section in the Organization help file:
---------------------
As you may be aware, an alliance sometimes limits the total number of starships of certain models, particularly gunship- and cruiser-class ships. This is because an alliance's funding is limited, and starships incur a constant cost in energy, replacement parts, and routine maintenance performed by spaceport technicians. Thus, for example, you may wish to buy a cruiser, but find that your alliance is unwilling to construct and support any more.
However, this can be solved if your organization chooses to take up these costs instead. Organizations with at least 500 command points can begin to take over the costs of supporting starships, and thereby, they can allow starships to be operated beyond the alliance's limit. Every Conquest period, each starship's support cost will be deducted from the organization's support fund. If the organization cannot cover its support costs, flight control will deny launch clearance for the affected ships.
Note that, as of this writing, it is not of any benefit to support ships which are produced in unlimited numbers. Also, it's important to note that this affects only the maximum number of available starships, not the rate at which they are constructed.
---------------------
This means, essentially, that supported starships are not counted toward the alliance's maximum, exactly as we currently do with ships owned by inactive players. Right now, this does not immediately solve the problem, because organizations are not particularly motivated to take up support costs and free up a ship. However, we will likely implement something to enforce this in the near future -- most likely expecting that people in an organization will not rely on the alliance for support after a certain grace period. The exact nature of the enforcement or the length of the grace period is yet to be determined, but we intend to find a way that is friendly to newer players buying their first warships.
The short version of that is, if you're a longtime owner of larger warships, you have a few days to decide whether you want to have your organization support them or simply sell them off. If you do not actually use your ships, your organization will probably prefer you to sell them off -- yes, that is by design. The intention is to turn the issue of inactive warships into something that players are able to enforce, in addition to allowing a means of getting beyond the hard limit.
It is intended that organizations do not have to own the ships that they are supporting. Organizations may individually choose to enforce this, or they may provide starship support as a member benefit.
As a related change: Probably due to an oversight, starships which had been transferred to an organization were not counted toward the alliance limit. This has been fixed, and it may make some models more limited in the short term if any large warships are owned by organizations.
Posted at Fri Apr 26 22:25:31 2013 UTC (11 years, 11 months, 24 days, 14 hours, 51 minutes, and 56 seconds ago)Organization members, not just trustees, can now initiate a proposal to have their ship supported, which makes a great deal more sense than the way it was before.
Posted at Sat Apr 27 02:06:06 2013 UTC (11 years, 11 months, 24 days, 11 hours, 11 minutes, and 21 seconds ago)Whether a ship has limited alliance support is now displayed under the INFO command at starship stores, under your personal SHIPINFO command, and via the View Owned Starships selection under the menu of organization rooms. The latter two will also display conveniently whwther your alliance or an organization is supporting the ship.
Posted at Sat Apr 27 20:21:55 2013 UTC (11 years, 11 months, 23 days, 16 hours, 55 minutes, and 32 seconds ago)Fixed an issue with modular ships not allowing a ship to be attached.
Posted at Sat Apr 27 22:16:05 2013 UTC (11 years, 11 months, 23 days, 15 hours, 1 minute, and 22 seconds ago)Some changes to temporary space station reference devices:
They will now remember every station in a visited sector without requiring you to dock.
They will also now know about stations in the same sector as stations you are already aware of. In other words, if your organization built Station A, which is in the same sector as Station B that you had nothing to do with, the device will still be aware of Station B due to its proximity.
Posted at Sun Apr 28 18:41:03 2013 UTC (11 years, 11 months, 22 days, 18 hours, 36 minutes, and 24 seconds ago)Non-hull components are now more fragile; sensors and turrets are particularly fragile.
Posted at Mon Apr 29 20:36:16 2013 UTC (11 years, 11 months, 21 days, 16 hours, 41 minutes, and 11 seconds ago)Damage displays now obey @linelen
Posted at Mon Apr 29 23:20:06 2013 UTC (11 years, 11 months, 21 days, 13 hours, 57 minutes, and 21 seconds ago)Adjusted maximum point contributions for members of larger organizations for better balance.
Posted at Thu May 2 05:27:52 2013 UTC (11 years, 11 months, 19 days, 7 hours, 49 minutes, and 35 seconds ago)Fixed an issue with ammunition using vessels and modular ships. You may need to redock a ship to the modular ship for it to be fixed.
Posted at Thu May 2 05:32:59 2013 UTC (11 years, 11 months, 19 days, 7 hours, 44 minutes, and 28 seconds ago)In the interests of consistency and clarity:
Salvage op defense requirements should now be fairly static.
Using the debris scanner (DEBRIS command) while hauling a debris canister for a salvage op will now predict the ideal number of defenders for an op at that location.
Posted at Sun May 5 02:01:17 2013 UTC (11 years, 11 months, 16 days, 11 hours, 16 minutes, and 10 seconds ago)Fixed an edge case scenario where one could purchase a limited production ship when there were none of that model available.
Posted at Mon May 6 00:36:30 2013 UTC (11 years, 11 months, 15 days, 12 hours, 40 minutes, and 57 seconds ago)Hypercaster identification pings are now worded very slightly differently.
Posted at Mon May 6 03:25:09 2013 UTC (11 years, 11 months, 15 days, 9 hours, 52 minutes, and 18 seconds ago)Participating temporary stations can utilize hypercaster calibration.
Posted at Mon May 6 04:51:59 2013 UTC (11 years, 11 months, 15 days, 8 hours, 25 minutes, and 28 seconds ago)Hostile response to salvage ops will now be based on the grade of debris inside the canister rather than the grade of the local debris, if these are significantly different. This means that the final number of ideal defenders can, in this specific case, differ from what the debris scanner says if most of an op's debris is not from the canister's location.
Posted at Wed May 8 21:01:30 2013 UTC (11 years, 11 months, 12 days, 16 hours, 15 minutes, and 57 seconds ago)Defending sectors under siege will now grant siege wave payout instead of minor skirmish payout, and will be somewhat greater.
Posted at Thu May 9 17:14:55 2013 UTC (11 years, 11 months, 11 days, 20 hours, 2 minutes, and 32 seconds ago)Did some digging around in temporary station beacon code and did the following:
- Fixed an error raised when a ship was exceptionally distant from a temporary beacon, preventing it from jumping anywhere.
- Added new verification of temporary beacons, making sure that they're associated with an active station. This will prevent magical jumps to sectors where the beacon has died.
- The above fix should also solve most issues where the sector matching code would present the user with two or more identical choices. Either way, the sector matching code will no longer do this.
- The "possible destination" list accessed by typing JUMP and then choosing yes will now show both known beacons and, additionally, all beacons in range. In other words, the list should now be entirely consistent with destinations you can actually jump to.
Posted at Sat May 11 19:55:22 2013 UTC (11 years, 11 months, 9 days, 17 hours, 22 minutes, and 5 seconds ago)Ships are no longer prevented from undocking when transferring to a salvage canister. Expected behavior is, when undocked, the ship should automatically cease transferring on the next attempt.
Posted at Sat May 11 20:05:34 2013 UTC (11 years, 11 months, 9 days, 17 hours, 11 minutes, and 53 seconds ago)Implemented planetary surveying!
Actually, surveying has been implemented for some time, of course, but actually being paid for your finds has not! Sorry! This has changed with the addition of branches of Central Stellar Cartography near your capital's xenology center. By going here and SUBMITing your automatically recorded finds, you will be paid for any new discoveries.
It is possible to re-survey planets that have already been discovered, but you will not be paid for these, of course.
Also, a word of warning: If you do not have the points for a planetary surveyor, but you were aboard a ship which discovered new planets, you will be credited with assisted finds, which are lesser in point value and credit reward.
And finally, the spelling of "surveyor" has been corrected in a great many places.
Posted at Sat May 11 22:04:48 2013 UTC (11 years, 11 months, 9 days, 15 hours, 12 minutes, and 39 seconds ago)Back, far back, in the mythical time of 2009, we envisioned something new. Something unheard of. A whole new way to look at... docking bays.
Should any ship be able to dock inside any larger ship, like an infinite set of Russian dolls which somehow take up zero volume? Or would it make more sense for docking bays to have a maximum capacity, and for each ship contained within to occupy some portion of that total capacity, so that even a carrier might hold twenty fighters and then say "No more"?
Well, the answer is obvious. And we carefully set about determining a new set of numbers: a ship's size within a docking bay, and the capacity of its docking bay, if it has one at all. We created a system where, for example, a cruiser can hold a gunship... but not two gunships. Or a gunship and three fighters... or a destroyer and seven fighters... or three and three-quarters corvettes... and so on. It made sense and was balanced to our satisfaction, at least at the time.
And then, in the rush to reopen, we forgot to actually change any of the docking code.
And so we've left it! It would be a bit troublesome to change, for us and for players, everyone was used to it the way it was, and even if it made little sense, it didn't make much difference anyway.
But that has changed. With about a half dozen various groups of players currently discussing expeditions, it's become apparent that docking bay capacity is a factor in a ship's total exploration range, and exploration range is a thing that we've tried to keep carefully under control. We cannot allow any variables in the equation for a ship's range to potentially be "infinity." This is the same reasoning behind our swift decision to limit the number of station modules that a module transport can carry shortly after they were implemented.
For this reason, and because it just makes more sense, docking bays will now have a limited capacity. This may have somewhat changed the rules of what can fit inside what in a few individual cases, but in general, you should be able to fit at least one of any given ship into anything it fit inside before.
In order to keep players informed, docking bay size required and docking bay capacity are now displayed in the INFO command in starship stores. In addition, a DOCKINGBAY command (or just DOCKING) has been added to control rooms to show this information, as well as the space currently taken up inside a docking bay.
Under the new rules, some docking bays are currently overfilled, particularly in mules. Please remove excess ships yourselves if you come across them, and we'll allow this to sort itself out, unless of course someone chooses to try to exploit it somehow. Also, if you come across anything unusual, anything you can do now that you couldn't do before, please use the REPORT command to make sure we know about it.
Together, we shall find a way to carry on with finite docking bays. Thank you.
Posted at Thu May 16 15:02:01 2013 UTC (11 years, 11 months, 4 days, 22 hours, 15 minutes, and 26 seconds ago)Due to popular demand, and because it seems like a good idea anyway, cruiser-class starships now have special qualifications.
Currently, the requirements to own a cruiser are 3000 lock evasion points and eight completed qualifying beacon drops where the pilot in question was navigating.
Qualifying beacon drops are at the high level or above, and involve a single ship which is of a gunship class or larger. In addition, the pilot in the control room must be alone and without assistance for the duration of the beacon drop, and the beacon drop cannot be interrupted -- meaning the ship cannot leave the sector before the beacon drop has been completed.
We realize that completing a beacon drop without repairs is not always realistic, but we feel that we cannot relax this requirement without making the system too easy to game. It can be done often enough that this should not prove insurmountable.
You can check your qualifications at any time with the INFO command.
Current cruiser owners: If you owned a cruiser six months ago and have at least 3000 lock evasions, you will be grandfathered into the system and won't have to re-qualify. This is because beacon drops were not being tracked in such detail until this morning, and so age and apparent experience are all we have to go on. Those who are relatively new to cruiser ownership will have to qualify under the current requirements. We know that this has caught several people who will have no problems qualifying, and we apologize for the inconvenience and extra expenditure of time. If, however, you are one of those who has simply bought a cruiser for others to fly... well, that is one thing this change is meant to prevent.
All cruisers now require their owner to be qualified before they can launch. If the cruiser is owned by an organization, at least one cruiser-qualified pilot must be aboard.
Posted at Fri May 17 23:33:46 2013 UTC (11 years, 11 months, 3 days, 13 hours, 43 minutes, and 41 seconds ago)Fixed an error raised when an organization attempts to submit their first ship for rental.
Posted at Sat May 18 15:40:35 2013 UTC (11 years, 11 months, 2 days, 21 hours, 36 minutes, and 52 seconds ago)Fixed an error raised when a courier employee runs around frantically during their review.
Posted at Sat May 18 15:40:54 2013 UTC (11 years, 11 months, 2 days, 21 hours, 36 minutes, and 33 seconds ago)All right, folks, it's time for a FINAL SOLUTION for salvage op balance.
Payout has, until now, been determined by delving through multiple layers of gradually more aged systems and applying hefty multipliers to the totals found, controlled only by a single, final fallback cap -- this happened to be 210 million for reasons that were unclear even to us, which is probably a number many of you are familiar with. For a long time, the trend was for salvagers to contribute about 200,000 units of salvage in order to achieve this payout. However, recent experimentation with ops has revealed that this cap is reached with far less salvaging -- under 100,000 units. However it may disappoint some people to hear it, it should be obvious that salvaging three-quarters of a load of debris and getting a payout that blows trading, asteroid mining, or anything else out of the water is not well balanced.
So we are going to rebalance salvage ops. Our first step was performed this morning, and was to drastically simplify the algorithms that determine payout. For now, these numbers have been massaged so that the payouts you're used to are still achievable -- but not with 80,000 units. Salvagers should submit at least 200,000 units to reach their former pay levels.
Here is a list of specific changes:
- Payout is now more closely tied to debris grade and largely ignores the 15-year-old individual values for debris types.
- Payout is currently bound, though somewhat loosely, to a figure individual to each character known as the "target maximum credits per hour." I don't believe that the current application of this figure restricts payouts any more than it did before, but the old system was so obfuscated that it is difficult to tell.
- Because the recent trend is to host many salvagers and because this is not something we want to discourage, canister sizes have been increased so that several salvagers can contribute enough to receive a good payment. The original canister sizes were merely a guess anyway. Keep in mind that there is no penalty for failing to fill a canister and that you can end an op at absolutely any time. If you can only get three salvagers and they only want to do two loads, then have your three salvagers do two loads and end the op with the canister unfilled. Everyone will be paid well and the world will not end.
- Defender payout is now locked at a 20% share per head of what the salvagers have brought in. This figure will be further modified by ideal defense vs. actual defense, as before, and will also be modified by each individual's contribution percentage if it is below what it "should" be. This change should help to ensure that defender payouts are more in line with salvager payouts, but it may need further adjusting. We want salvagers and defenders to be compensated roughly equally for their time.
That's about all for now. With a clearer algorithm, we can go ahead and fine tune salvage op balance, and find a middle ground between salvage ops as a good use of time and salvage ops as a miraculous windfall.
Posted at Sun May 19 16:26:59 2013 UTC (11 years, 11 months, 1 day, 20 hours, 50 minutes, and 28 seconds ago)Fixed certain asteroid haulers so that they are not magically smaller and more dockable than they were before, which is exactly the sort of thing we asked players to report. Thanks to the person who eventually reported this to the staff instead of to other players on the AEU channel. Shame on the rest of you! You know who you are!
Posted at Mon May 20 15:40:23 2013 UTC (11 years, 11 months, 21 hours, 37 minutes, and 4 seconds ago)Added a new battlesuit command: SQUADDAMAGE or just SQD, a simple list of squad members and their damage levels ordered from most damaged to least.
Posted at Tue May 21 06:33:40 2013 UTC (11 years, 11 months, 6 hours, 43 minutes, and 47 seconds ago)Some showers were happy being alone and would continue spraying water. This has been corrected, raising shower loneliness by forty percent gamewide!
Posted at Sat May 25 02:08:14 2013 UTC (11 years, 10 months, 24 days, 11 hours, 9 minutes, and 13 seconds ago)A source of nefarious and tricky lag has been hunted down. It has been tied to a stake and set ablaze. Its charred skeleton will hang in a space gibbet around the Torus for a period of six days as a warning to other misbehaving verbs.
Posted at Tue May 28 06:00:41 2013 UTC (11 years, 10 months, 21 days, 7 hours, 16 minutes, and 46 seconds ago)Target retention has been debugged and should now be working as intended. Please report any oddities or workarounds. Certain models of starships have been granted warship-grade sensors, which specializes them in target retention. This is visible under engineering status.
Posted at Sun Jun 2 22:18:38 2013 UTC (11 years, 10 months, 15 days, 14 hours, 58 minutes, and 49 seconds ago)Piggyback rides are now 75% more resilient to error. There are still dangers, so please use caution and your best judgement.
Posted at Tue Jun 4 01:29:37 2013 UTC (11 years, 10 months, 14 days, 11 hours, 47 minutes, and 50 seconds ago)Improved hypercaster code to reduce redundancies and enhance interoperability.
Posted at Sat Jun 8 21:31:48 2013 UTC (11 years, 10 months, 9 days, 15 hours, 45 minutes, and 39 seconds ago)Interopability code enhanced to improve redundancies and reduce hypercasters.
Posted at Sat Jun 8 21:32:42 2013 UTC (11 years, 10 months, 9 days, 15 hours, 44 minutes, and 45 seconds ago)Implemented a new side module for temp stations. It's an upgrade to an underutilized feature of a rather popular top module.
Posted at Sun Jun 9 04:36:32 2013 UTC (11 years, 10 months, 9 days, 8 hours, 40 minutes, and 55 seconds ago)Changed rather a lot of hypercaster code. As always, report any weirdness that you come across.
Posted at Sun Jun 9 05:48:19 2013 UTC (11 years, 10 months, 9 days, 7 hours, 29 minutes, and 8 seconds ago)Standardized even more hypercaster code. Now it's generally unified across the board, which means that everything that uses a hypercaster should generally behave as expected.
Posted at Sun Jun 9 19:38:03 2013 UTC (11 years, 10 months, 8 days, 17 hours, 39 minutes, and 24 seconds ago)Added a series of new modules for temporary stations relating to hyperwave broadcasters! They're antennas that can radically change the behavior of the station's transmissions.
Posted at Mon Jun 10 20:07:05 2013 UTC (11 years, 10 months, 7 days, 17 hours, 10 minutes, and 22 seconds ago)Added a help file on hyperwave communications.
Posted at Mon Jun 10 20:29:55 2013 UTC (11 years, 10 months, 7 days, 16 hours, 47 minutes, and 32 seconds ago)The Torus relay now ignores reflections of its own relayed signal, though if you're in space you'll continue to hear the relayed signal. This mostly just means that you won't hear yourself speak as much on the channel.
Posted at Mon Jun 10 21:43:58 2013 UTC (11 years, 10 months, 7 days, 15 hours, 33 minutes, and 29 seconds ago)Capsules with a hypercaster now possess an omnidirectional antenna instead of a unidirectional antenna.
Posted at Mon Jun 10 22:05:15 2013 UTC (11 years, 10 months, 7 days, 15 hours, 12 minutes, and 12 seconds ago)Rescue pod and escape pod systems have been rewritten for the purposes for modernization and to fit better within the theme.
Essentially, rescue/escape pods (two flavors of the same thing) are now regular starships, but of a unique class, not unlike the capsules. They will pilot themselves to their preprogrammed destination using regular starship systems. If they are in the same sector as their destination, they will simply autopilot there normally. If they are close to their destination sector, they will use autovector to get there. If there is a valid wormhole jump path to their destination sector, they will use that. If they are very close to a sector which provides a valid wormhole jump path, they will autovector to that sector and then jump to their destination.
And the big one: If none of the above are true, the rescue pod will automatically engage its rift drive to get to its destination.
This means that rescue pods no longer have a theme-breaking five minute free ticket to your capital planet from anywhere in the universe. If your ship explodes very far from home, your rescue pod's return trip will be quite long (though, like capsules, they are rather swift in the rift). However, if you explode near civilized space, rescue pod returns will likely be faster than before in many cases.
Other assorted information:
- Rescue pods should happily evade weapons fire or not be targetable in the first place in most cases. AI-controlled ships should ignore them. If they do somehow take weapon fire, they should not explode. Themewise, destroying a rescue pod and killing its occupants is a line few would want to cross, and mechanically, it should not be possible to do so. If it happens to be possible somehow, it's a bug that should be reported. No, it won't result in actual character death, but it would be very weird.
- Starships should now report to the sector when they eject a rescue pod. You will see this for many enemy ships, but most unregistered and Tandem Pact ships should not report ejecting a rescue pod.
- Starships docked inside a destroyed ship will no longer magically travel home along with the rescue pod. Instead, they will be ejected into surrounding space. We may address this soon with new equipment.
- It should be impossible to stop or redirect a rescue pod's flight from inside the pod. If we have overlooked anything that allows this, please report it promptly.
- As an exception to the above, we will probably soon make some allowances for instances of AEU/League/Fringe ships being destroyed near Helios and the like, so their rescue pods can land at a local port without a lengthy rift trip.
Posted at Mon Jun 10 22:07:07 2013 UTC (11 years, 10 months, 7 days, 15 hours, 10 minutes, and 20 seconds ago)Rescue pods now have unique descriptions both inside and outside instead of looking confusingly similar to a regular starship.
Posted at Mon Jun 10 22:32:20 2013 UTC (11 years, 10 months, 7 days, 14 hours, 45 minutes, and 7 seconds ago)Fixed an error stemming from LambdaCore that only showed up in a few extremely rare cases.
Posted at Tue Jun 11 18:55:32 2013 UTC (11 years, 10 months, 6 days, 18 hours, 21 minutes, and 55 seconds ago)As promised, we are adjusting salvage op payouts again, though not severely. This will probably happen again as we see more higher grade salvage ops occur.
Posted at Wed Jun 12 03:28:41 2013 UTC (11 years, 10 months, 6 days, 9 hours, 48 minutes, and 46 seconds ago)Altered salvage op payouts to have a more varied spectrum based on grade. Lower end ops will tend to pay less, and higher end ops will pay slightly more. The progression feels better, but the overall scale may still change.
Posted at Thu Jun 13 16:23:01 2013 UTC (11 years, 10 months, 4 days, 20 hours, 54 minutes, and 26 seconds ago)Added another progression of five hypercaster-related side modules to the module store.
Posted at Thu Jun 13 18:21:00 2013 UTC (11 years, 10 months, 4 days, 18 hours, 56 minutes, and 27 seconds ago)Fixed an issue where temp stations had omnidirectional antennas by default.
Posted at Thu Jun 13 19:06:14 2013 UTC (11 years, 10 months, 4 days, 18 hours, 11 minutes, and 13 seconds ago)Fixed an issue where ships had omnidirectional antennas by default.
Posted at Thu Jun 13 19:08:09 2013 UTC (11 years, 10 months, 4 days, 18 hours, 9 minutes, and 18 seconds ago)The status display for hyperwave broadcasters now tells you if your antenna is omnidirectional or not
Posted at Thu Jun 13 19:08:41 2013 UTC (11 years, 10 months, 4 days, 18 hours, 8 minutes, and 46 seconds ago)By popular demand, your ship's "possible destination" list (found with the JUMP command) now shows only temporary beacons in range. These beacons will be sorted by their nearness to known space. Beacons not currently in range can still be seen on the temporary space station reference device.
Posted at Fri Jun 14 17:20:48 2013 UTC (11 years, 10 months, 3 days, 19 hours, 56 minutes, and 39 seconds ago)Fixed a bug where ships could get the flowmill and the blast furnace on the same ship. People who own ships with both upgrades are encouraged to assist or report and tell us which one they'd like to keep.
Posted at Sun Jun 16 03:33:23 2013 UTC (11 years, 10 months, 2 days, 9 hours, 44 minutes, and 4 seconds ago)Unarmed vessels no longer get a free boost in charge capacity from disabling the weapons breaker.
Posted at Sun Jun 16 03:54:59 2013 UTC (11 years, 10 months, 2 days, 9 hours, 22 minutes, and 28 seconds ago)Another tweak to starship power systems!
* Warships use slightly more charge than the average ship to power weapons, and slightly less to power sensors.
* Conversely, exploration ships divert more power to sensors than weapons!
Posted at Sun Jun 16 04:00:49 2013 UTC (11 years, 10 months, 2 days, 9 hours, 16 minutes, and 38 seconds ago)Robots now have a requirement of 3000 industry points before they can be used.
Players may now have only one robot following them at a time, with one exception: two hoverbots may follow a player.
Robots should no longer attempt to follow their owner in the midst of feeding felo.
Posted at Tue Jun 18 17:25:10 2013 UTC (11 years, 9 months, 30 days, 19 hours, 52 minutes, and 17 seconds ago)You can now use the EMPTY command on robots to retrieve all of their contents at once.
Posted at Tue Jun 18 18:05:30 2013 UTC (11 years, 9 months, 30 days, 19 hours, 11 minutes, and 57 seconds ago)By popular demand, robot blueprints are now unattainable without 3000 industry points.
Posted at Wed Jun 19 19:47:47 2013 UTC (11 years, 9 months, 29 days, 17 hours, 29 minutes, and 40 seconds ago)Rescue pods now have a DESTINATION command which can change their destination to the default rescue port of any alliance at a non-aggression pact or above.
Posted at Wed Jun 19 20:12:31 2013 UTC (11 years, 9 months, 29 days, 17 hours, 4 minutes, and 56 seconds ago)Starmaps in sectors with planets (especially large ones) are much faster than before.
Posted at Thu Jun 20 08:11:09 2013 UTC (11 years, 9 months, 29 days, 5 hours, 6 minutes, and 18 seconds ago)The metachannel comm system has been tweaked for greater efficiency or perhaps to not work at all! Wouldn't that be grand!
Posted at Fri Jun 21 00:04:07 2013 UTC (11 years, 9 months, 28 days, 13 hours, 13 minutes, and 20 seconds ago)The number of lock evasions required for cruisers has been increased to 5,000. This always seemed like the better number, but it seemed suitable to allow a period of adjustment. This will not be retroactive; anyone who has since qualified for cruiser rights shall remain so.
Posted at Fri Jun 21 02:14:10 2013 UTC (11 years, 9 months, 28 days, 11 hours, 3 minutes, and 17 seconds ago)As promised, the next phase of the new starship support implementation is here!
This is the phase we shall politely refer to as "enforcement." This means that alliances will only support starships up to the usual model limit -- changed to two for cruisers -- and after that, the ship must be supported by an organization in order to remain in flight. This will be enforced by spaceport flight control during launch. But never fear: This change does not affect new owners, only older ones. How? Let's go over the exact rules!
- Any starship less than a week old will enjoy a grace period and require no support.
- The newest starships under the support limit will have alliance support. This means, with the cruiser limit now at two, the two newest cruisers will be supported by the alliance.
- Any older ships must have organization support.
- Ships owned by aces and veterans will always have alliance support, and will not count against the model limit for anyone else.
There are now three possible statuses for ships requiring support under the SHIPINFO command:
- Alliance Support: This ship is either within the one week grace period or a newer ship under the model limit. It is currently supported by your alliance, but it may not always be. This status will also display the support limit for that model.
- Organization Support: This ship is supported by your organization. Nothing will threaten its ability to fly as long as the organization pays the support fee.
- Alliance Support Withdrawn: This ship is beyond the model limit and no longer within the grace period. It will not be able to launch unless an organization pays its support costs.
- If your character is an ace or veteran, the status will also indicate whether your ship is presently enjoying or eligible for ace/veteran support. If it is eligible, you may withdraw organization support and no longer worry about it. This is considered part of the "enhanced starship rights" which have always been listed for ace and veteran characters but have never actually meant anything.
For clarity, these should be your expectations when buying a ship with limited support:
- The ship will always be available from the proper ship store, as long as it's had time to be built.
- Upon buying the ship, it will enjoy a week-long support-free grace period no matter what.
- As long as your ship remains one of the newest, it will continue to enjoy alliance support. For example, if your alliance has five cruisers, the three oldest will require organization support, while the two newest can use alliance support. If your ship is one of these newest two, support will be free from your alliance.
- At some unpredictable time in the future, there will be ships of the same model newer than yours, and they will enjoy alliance support while support for your own ship will be withdrawn. At this time, you will need to seek organization support for the ship.
There is also a new LIMITED SUPPORT help file covering this, but it says pretty much the same stuff as this changelog entry.
Posted at Fri Jun 21 20:39:35 2013 UTC (11 years, 9 months, 27 days, 16 hours, 37 minutes, and 52 seconds ago)Organizations can now support one starship even with zero command points. This may be changed back again later if we come up with another way of not making it completely impossible for some people to fly limited ships.
Posted at Fri Jun 21 20:59:00 2013 UTC (11 years, 9 months, 27 days, 16 hours, 18 minutes, and 27 seconds ago)Altered the rogue status point multiplier, which changed itself as far as we can tell, or possibly was altered by $sentient_moo_utils.
Fixed a display error related to the points of rogue pilots.
Posted at Tue Jun 25 17:37:54 2013 UTC (11 years, 9 months, 23 days, 19 hours, 39 minutes, and 33 seconds ago)Temporary stations should now respect being out of communications range properly. This will apply to new stations.
Posted at Tue Jun 25 18:11:44 2013 UTC (11 years, 9 months, 23 days, 19 hours, 5 minutes, and 43 seconds ago)Due to great popular demand, we have added SIFTING! Everyone's new favorite activity! Now nobody can say we don't have everything! A good location for SIFTING shall be announced in a moment via a headline!
Posted at Wed Jun 26 05:15:42 2013 UTC (11 years, 9 months, 23 days, 8 hours, 1 minute, and 45 seconds ago)The battlesuit outfitter SWITCH command and the INFO command should no longer produce errors due to battlesuits being unavailable as a result of lowered diplomatic relations.
Posted at Thu Jun 27 04:35:44 2013 UTC (11 years, 9 months, 22 days, 8 hours, 41 minutes, and 43 seconds ago)Player fists have made a breakthrough therapy and have finally learned to let some thing go.
Posted at Thu Jul 4 02:56:16 2013 UTC (11 years, 9 months, 15 days, 10 hours, 21 minutes, and 11 seconds ago)Star Conquest no longer listens to port 7888. If you used this port, please try 7777 or 7771! Sorry for any inconvenience!
Posted at Sun Jul 7 22:26:14 2013 UTC (11 years, 9 months, 11 days, 14 hours, 51 minutes, and 13 seconds ago)Salvage ops will no longer give ridiculous multiples of any sort of reasonable amount of points.
Posted at Tue Jul 9 02:41:03 2013 UTC (11 years, 9 months, 10 days, 10 hours, 36 minutes, and 24 seconds ago)It's time for an experiment! What does this mean? We are going to introduce a feature which we may or may not eventually be happy with, and which stands a chance of being removed entirely one day depending on how it goes!
What is it? Why, it's organization vassalization!
Here is the new section from the Organizations help file:
VASSALIZATION
Organizations with at least 2000 command points can become "thanes" of less advanced organizations. "Thane" is an archaic word for one who is able to levy resources from his or her vassals, but is otherwise not much elevated above them. Vassalization should not be considered a punitive relationship or a leadership hierarchy, but rather simply a way to more efficiently distribute resources.
An organization can offer vassalization to a more advanced organization of the same alliance, offering to pay 25%, 50%, or 75% of all station part costs in the form of megacredits. In return, the vassal organization will be counted as a full contributor on all stations that the thane organization is involved in. This allows, for example, for a new or less advanced organization to pay for half of the cost of an expensive salvage op controller module that it cannot buy on its own, and then be counted as a full and equal contributor towards the finished station.
In order for a vassal to pay anything, its percentage must work out to be a whole number. For instance, 25% of a 1-megacredit station core is not a whole number, and the vassal would not be able to pay anything.
Vassals gain by receiving credit for station activities, and thanes gain by reducing their own, often much greater costs. This also allows for more organizations to be involved in a single station. It will also allow organizations of the same alliance to essentially ally with each other and work together more closely.
Vassals must designate a certain number of megacredits to be usable by their thane. Their thane cannot spend more than this amount. Vassals also have full control over the relationship with the option to unilaterally withdraw vassalization at any time.
Thanes have a togglable option to use vassal megacredits at all. If a thane organization wishes to be the sole contributor to a station, it can toggle the option off. While the option is on, all vassals will contribute their portion of the station part cost. In the event that there are enough vassals contributing enough to completely pay for the part, the thane organization will pay nothing. If there are enough vassals to exceed the part's total cost, the highest contributing vassals will be prioritized. Thanes can unilaterally remove vassals at any time.
It is up to the organizations and their members to decide under which circumstances they might offer, accept, and withdraw vassalization. Again, on the face of it, the relationship is nothing more than a system of resource distribution that acknowledges the thane organization's greater access to advanced station parts and the past effort that was required to gain it.
Posted at Tue Jul 9 21:24:06 2013 UTC (11 years, 9 months, 9 days, 15 hours, 53 minutes, and 21 seconds ago)Fixed a possible exploit where courier cargo could be delivered while launching.
Posted at Thu Jul 11 03:08:42 2013 UTC (11 years, 9 months, 8 days, 10 hours, 8 minutes, and 45 seconds ago)Fixed an exploit where players could arrange to fight quest-related enemies with third parties involved in the battle.
Posted at Thu Jul 18 04:53:48 2013 UTC (11 years, 9 months, 1 day, 8 hours, 23 minutes, and 39 seconds ago)A few tiny changes to make extended downtimes a bit nicer on the players!
* Ships won't massively decharge because of the interim period of uptime.
* Felo will be fed on server restart. It's not the best situation, but it's good enough!
* Temp stations won't massively decharge from the downtime period.
Posted at Tue Jul 23 04:59:32 2013 UTC (11 years, 8 months, 27 days, 8 hours, 17 minutes, and 55 seconds ago)The list of crafting supplies when you look at a workbench will now be sorted alphabetically.
Posted at Sat Jul 27 22:48:05 2013 UTC (11 years, 8 months, 22 days, 14 hours, 29 minutes, and 22 seconds ago)After some consideration, we have decided to require that non-standard pilots (aces, veterans, and rogues) have staff involvement if they wish to delete their current character.
Posted at Mon Jul 29 03:29:12 2013 UTC (11 years, 8 months, 21 days, 9 hours, 48 minutes, and 15 seconds ago)Coming soon...
SQ-0.4.3!
Not a whole lot new or exciting here, honestly. The lion's share of the work done with this is code cleanup and enhanced FreeBSD support. FreeBSD is still a second-class citizen compared to Linux in some respects, but it's a lot better than it was.
Along with the code cleanup, we've migrated the default compiler from gcc to clang, which as of version 3.3 runs MOO about 10% faster in most use cases!
Posted at Wed Jul 31 20:03:12 2013 UTC (11 years, 8 months, 18 days, 17 hours, 14 minutes, and 15 seconds ago)Fixed a bug in the RATS rock-eating acid spray ability! It was supposed to be MUCH more fun than it was, and it IS NOW!
Posted at Mon Aug 5 06:18:41 2013 UTC (11 years, 8 months, 14 days, 6 hours, 58 minutes, and 46 seconds ago)The "preemptive repair" ability now enhances repair effectiveness instead of increasing battlesuit armour.
Posted at Mon Aug 5 06:29:59 2013 UTC (11 years, 8 months, 14 days, 6 hours, 47 minutes, and 28 seconds ago)Battlesuit refurbishment costs have been adjusted for characters who have unlocked tier 2 battlesuits. This affects only credit costs at the battlesuit outfitter, not aerial fortress supply costs.
Posted at Mon Aug 5 06:37:56 2013 UTC (11 years, 8 months, 14 days, 6 hours, 39 minutes, and 31 seconds ago)To clarify the previous change, battlesuit refurbishments gradually get progressively more expensive with increasing ground combat points once the character has unlocked tier 2 battlesuits. Don't worry, it eventually stops getting more expensive.
Posted at Mon Aug 5 06:47:08 2013 UTC (11 years, 8 months, 14 days, 6 hours, 30 minutes, and 19 seconds ago)Just added a new top module for temp stations! It's completely untested. Enjoy!
Posted at Wed Aug 7 04:15:01 2013 UTC (11 years, 8 months, 12 days, 9 hours, 2 minutes, and 26 seconds ago)The damage display in battlesuit storage rooms on aerial fortresses should now be much more correct.
Posted at Wed Aug 7 07:47:49 2013 UTC (11 years, 8 months, 12 days, 5 hours, 29 minutes, and 38 seconds ago)Battlesuit change!
How regeneration works has been revamped.
BEFORE: The most powerful regeneration over time overwrote any previous regeneration.
NOW: Regeneration is never overwritten. HOWEVER, only one regeneration is in effect at any given time, and their timers all run at the same time. This way, if you have, for example, a 10 second fast regeneration and a 60 second slow regeneration applied to you at the exact same time, you get 10 seconds of fast regeneration followed by 50 seconds of slow regeneration.
As always, report any bugs that you find.
Posted at Thu Aug 8 02:57:24 2013 UTC (11 years, 8 months, 11 days, 10 hours, 20 minutes, and 3 seconds ago)You should no longer be able to use self-only versions of battlesuit abilities while in cover if you couldn't use a targeted version of that ability while in cover.
Posted at Thu Aug 8 03:03:27 2013 UTC (11 years, 8 months, 11 days, 10 hours, and 14 minutes ago)Battlesuits in cover should reliably uncover in all circumstances.
Posted at Thu Aug 8 20:55:14 2013 UTC (11 years, 8 months, 10 days, 16 hours, 22 minutes, and 13 seconds ago)Launching a battlesuit in combat now leaves you vulnerable for several seconds.
Posted at Thu Aug 8 20:55:54 2013 UTC (11 years, 8 months, 10 days, 16 hours, 21 minutes, and 33 seconds ago)Flight control relays in uncharted space should ACTUALLY work now. Maybe.
Posted at Thu Aug 8 21:14:15 2013 UTC (11 years, 8 months, 10 days, 16 hours, 3 minutes, and 12 seconds ago)Rejoice! Enemy battlesuits now very slowly regenerate damage!
Posted at Thu Aug 8 21:46:28 2013 UTC (11 years, 8 months, 10 days, 15 hours, 30 minutes, and 59 seconds ago)Enemies in low priority deployments no longer regenerate.
Posted at Thu Aug 8 21:59:46 2013 UTC (11 years, 8 months, 10 days, 15 hours, 17 minutes, and 41 seconds ago)Degeneration effects like nanostream now halts passive player/NPC ground combat regeneration. Not the ability-based regeneration effects like regenerate, just the passive repair-over-time that all battlesuits possess.
Posted at Thu Aug 8 23:55:08 2013 UTC (11 years, 8 months, 10 days, 13 hours, 22 minutes, and 19 seconds ago)Cadets can no longer register einrophones due to concerns with out-of-game relationships being transferred into the game, in addition to the fact that cadets were being asked to choose a place of origin prior to completing or even thinking about their profiles.
Posted at Fri Aug 9 03:06:31 2013 UTC (11 years, 8 months, 10 days, 10 hours, 10 minutes, and 56 seconds ago)Battlesuit balance update!
Originally, we thought that people would generally keep close to their maximum tier barring the occasional outing with a newer group of players. Instead, lower tier battlesuits are much more prevalent, even among high point players. So we've decided to roll back some of the incentives, largely for balance's sake.
Introducing what we like to call 'Component complexity'!
Battlesuits are now capped at the equipment that they can equip (weapons, armor, and abilities) to the span from that tier of battlesuit to the next tier for someone of the creator's alliance. Or 250, whichever is larger, though that's only relevent in the tier 1.5 transition.
That is to say, an AEU pilot using an Alchemist (EAOS's tier 3 battlesuit) will 'run out' of upgrades at 1050 points, not 1450. This means that the using a battlesuit of an alliance not your own will lag behind a little bit in when it gets upgrades, but it won't be any more powerful than somebody of that alliance's battlesuit. In-character consistency!
Tier 5 battlesuits lack this cap, and can equip anything they have the points for.
Posted at Fri Aug 9 08:07:52 2013 UTC (11 years, 8 months, 10 days, 5 hours, 9 minutes, and 35 seconds ago)Battlesuits should no longer lose their armour due to alleged complexity issues when no complexity issues actually exist.
Posted at Fri Aug 9 20:04:36 2013 UTC (11 years, 8 months, 9 days, 17 hours, 12 minutes, and 51 seconds ago)Increased megapunch DPS by four elbow rockets.
Posted at Sat Aug 10 22:24:08 2013 UTC (11 years, 8 months, 8 days, 14 hours, 53 minutes, and 19 seconds ago)Fixed an error that would occur when checking the residents of an apartment if the list contained former players.
Posted at Mon Aug 12 17:32:11 2013 UTC (11 years, 8 months, 6 days, 19 hours, 45 minutes, and 16 seconds ago)Damage percentages in ground combat should no longer stack up ridiculously. Maybe.
Posted at Tue Aug 13 04:52:06 2013 UTC (11 years, 8 months, 6 days, 8 hours, 25 minutes, and 21 seconds ago)The multipliers on organization-owned salvage op and processing equipment have been drastically reined in, resulting in a far lower spread between 'basic' (i.e., planetary) ops, and organization-sponsored ops. Price per unit-grade has been increased, but it will continue to become more important to seek out high grade debris for the very best payouts.
Posted at Tue Aug 13 19:23:01 2013 UTC (11 years, 8 months, 5 days, 17 hours, 54 minutes, and 26 seconds ago)By popular demand, an EXTINGUISH command has been added to Tohru Uki.
Posted at Wed Aug 14 20:28:45 2013 UTC (11 years, 8 months, 4 days, 16 hours, 48 minutes, and 42 seconds ago)Archaeology site turrets are now once again useful for dealing damage to enemy battlesuits.
Posted at Wed Aug 14 21:21:08 2013 UTC (11 years, 8 months, 4 days, 15 hours, 56 minutes, and 19 seconds ago)Alliance information assistants no longer refer to Mutuality relations as being the relations of the 'pilot corps,' since the Mutuality doesn't possess such a silly concept.
Posted at Thu Aug 15 08:59:34 2013 UTC (11 years, 8 months, 4 days, 4 hours, 17 minutes, and 53 seconds ago)Reparing the hull should no longer randomly abort before it's fully repaired.
Posted at Sat Aug 17 08:40:25 2013 UTC (11 years, 8 months, 2 days, 4 hours, 37 minutes, and 2 seconds ago)Birthdays and asteroid mining research ought to work as before, at least for now.
Posted at Fri Aug 23 02:46:37 2013 UTC (11 years, 7 months, 26 days, 10 hours, 30 minutes, and 50 seconds ago)Various things which involve unit conversion should now be working again.
Posted at Fri Aug 23 03:25:09 2013 UTC (11 years, 7 months, 26 days, 9 hours, 52 minutes, and 18 seconds ago)Fixed an issue where the same artifact would always be selected during random generation.
Posted at Sat Aug 24 19:39:24 2013 UTC (11 years, 7 months, 24 days, 17 hours, 38 minutes, and 3 seconds ago)Fixed an issue where the same asteroid would always be selected during random generation.
Posted at Sat Aug 24 19:40:51 2013 UTC (11 years, 7 months, 24 days, 17 hours, 36 minutes, and 36 seconds ago)Fixed an issue associated with minimods which resulted in an error that players apparently prefer to spam rather than report any useful information about.
Posted at Sun Aug 25 07:15:41 2013 UTC (11 years, 7 months, 24 days, 6 hours, 1 minute, and 46 seconds ago)Let it be known that licking now causes 300% less loin-tingling.
Posted at Tue Sep 3 02:04:04 2013 UTC (11 years, 7 months, 15 days, 11 hours, 13 minutes, and 23 seconds ago)Starship rental late fees shall now show up as such on the ATM, instead of as a fine or starship loan.
Posted at Tue Sep 3 09:35:46 2013 UTC (11 years, 7 months, 15 days, 3 hours, 41 minutes, and 41 seconds ago)Added a plethora of new administrative features in order to help assist our partners, the National Security Agency, in order to track down and prevent terrorism against the United States of America.
Posted at Tue Sep 3 11:52:32 2013 UTC (11 years, 7 months, 15 days, 1 hour, 24 minutes, and 55 seconds ago)Fixed a bug known to affect lame people from planets nobody likes.
Posted at Sat Sep 14 19:14:00 2013 UTC (11 years, 7 months, 3 days, 18 hours, 3 minutes, and 27 seconds ago)Reduced acronym laziness.
Posted at Sat Sep 14 19:17:56 2013 UTC (11 years, 7 months, 3 days, 17 hours, 59 minutes, and 31 seconds ago)MICE are now 20% more NICE. We hope that you'll enjoy and savor the refreshing new experience.
Posted at Tue Sep 17 03:55:56 2013 UTC (11 years, 7 months, 1 day, 9 hours, 21 minutes, and 31 seconds ago)MICE are now more sensitive to the plight of their companions.
Posted at Wed Sep 18 01:41:52 2013 UTC (11 years, 7 months, 11 hours, 35 minutes, and 35 seconds ago)Over-repairing now creates the proper amount of enmity. Repair suits without a keen sense of what is overkill should consider switching to a battlesuit with simpler mechanics.
Posted at Fri Sep 20 03:45:52 2013 UTC (11 years, 6 months, 29 days, 9 hours, 31 minutes, and 35 seconds ago)Slowed the decay of stun effects.
Posted at Sat Sep 21 19:49:42 2013 UTC (11 years, 6 months, 27 days, 17 hours, 27 minutes, and 45 seconds ago)The aftereffects of sonic weapons can now accumulate more readily in the body! Yay!
Posted at Sat Sep 21 20:13:47 2013 UTC (11 years, 6 months, 27 days, 17 hours, 3 minutes, and 40 seconds ago)Fixed battlesuit complexity issues with foreign battlesuits (I.E. an AEU pilot using a Fringe battlesuit) that allowed them to equip components that were too complex if a pilot of that alliance were attempting to equip it, which didn't really make much sense!
!!!WARNING!!!
THIS MEANS THAT YOU MAY HAVE LOST EQUIPMENT. CHECK YOUR BATTLESUIT AND MAKE SURE THAT IT HAS ALL REQUIRED ABILITIES BEFORE DEPLOYING.
Posted at Sat Sep 21 22:29:08 2013 UTC (11 years, 6 months, 27 days, 14 hours, 48 minutes, and 19 seconds ago)Ammunition boxes should no longer be eagerly shoveled into blast furnaces.
Posted at Wed Sep 25 22:49:42 2013 UTC (11 years, 6 months, 23 days, 14 hours, 27 minutes, and 45 seconds ago)Exchanging teslabucks now gives somewhat more teslatown points.
Posted at Thu Sep 26 22:42:24 2013 UTC (11 years, 6 months, 22 days, 14 hours, 35 minutes, and 3 seconds ago)Fixed a serious exploit where players could bypass the "boss" enemy at the end of ground combat missions.
Posted at Sat Sep 28 03:51:01 2013 UTC (11 years, 6 months, 21 days, 9 hours, 26 minutes, and 26 seconds ago)Policy 5: Game Integrity & Bug Abuse has been rewritten slightly. Edits include expansions on our policies on bug abuse/exploits and item hoarding. While there is no new policy there, we hope it will clarify our intent and help to explain the necessity of such policies.
There is, in addition, a paragraph explaining one new policy, which shall be reproduced here for your convenience:
"Because banned players often seek to return via the use of proxies and VMs, it has become our practice to block such IPs on sight. Given certain past events, we consider this necessary to maintain the game's integrity. In the rare event that a legitimate player requires the use of a proxy, please contact the staff."
Posted at Sat Sep 28 21:15:54 2013 UTC (11 years, 6 months, 20 days, 16 hours, 1 minute, and 33 seconds ago)Ships now know what their own hyperwave transmission signature looks like automatically.
Posted at Wed Oct 2 00:33:24 2013 UTC (11 years, 6 months, 17 days, 12 hours, 44 minutes, and 3 seconds ago)Escape pods can no longer be launched without the integrity of the vessel being compromised in some fashion.
Currently, one of any of the following conditions must be fufilled:
- Atmo must be blown out.
- The ship must be decharged (which SHOULD mean that #1 is true, but just in case!) OR
- The ship has more than 2/3rds hull damage.
Posted at Wed Oct 2 03:02:39 2013 UTC (11 years, 6 months, 17 days, 10 hours, 14 minutes, and 48 seconds ago)Added another possible condition to a valid escape pod launch: The escape pod may be launched if the ship's remaining charge is less than 10%.
Posted at Wed Oct 2 03:11:29 2013 UTC (11 years, 6 months, 17 days, 10 hours, 5 minutes, and 58 seconds ago)Ships without communications power can no longer receive hypercasts.
Posted at Thu Oct 3 00:50:14 2013 UTC (11 years, 6 months, 16 days, 12 hours, 27 minutes, and 13 seconds ago)Fixed an issue where ships would occasionally would lose hyperwave identification information. Report if it continues to happen.
Posted at Thu Oct 3 00:51:09 2013 UTC (11 years, 6 months, 16 days, 12 hours, 26 minutes, and 18 seconds ago)Maybe fixed hyperwave identification again.
Posted at Thu Oct 3 00:56:53 2013 UTC (11 years, 6 months, 16 days, 12 hours, 20 minutes, and 34 seconds ago)Fixed a bug with relayers and identification with relay chains > 3 items
Posted at Thu Oct 3 01:02:27 2013 UTC (11 years, 6 months, 16 days, 12 hours, and 15 minutes ago)Hyperwave signal decay works much more realistically now.
Posted at Thu Oct 3 19:39:14 2013 UTC (11 years, 6 months, 15 days, 17 hours, 38 minutes, and 13 seconds ago)The Civilian Liaisons help file has been updated with new documentation about the processes for special actions that can be taken during a term.
Posted at Sat Oct 5 20:46:26 2013 UTC (11 years, 6 months, 13 days, 16 hours, 31 minutes, and 1 second ago)Players should now become trapped eternally in Chinese buffets less often.
Posted at Mon Oct 7 03:48:23 2013 UTC (11 years, 6 months, 12 days, 9 hours, 29 minutes, and 4 seconds ago)Players have noticed various exploits relating to riftflow, such as dropping out of rift for a while to get a new flow. This doesn't make much sense, plus the riftflow tends to get stuck in a rut over time!
So, without further ado...
RIFT FLOW 2.0!
On the surface, you won't notice much, but the entire way of flow calculation is entirely different! It's much more constant and seamless! Regional! Faster! Constantly in flux! The flow at Old Earth will be pretty similar to the flow at New Earth! Whoa! Shouting!
Posted at Mon Oct 7 23:47:49 2013 UTC (11 years, 6 months, 11 days, 13 hours, 29 minutes, and 38 seconds ago)Added a new temporary station top module.
Posted at Fri Oct 11 01:04:42 2013 UTC (11 years, 6 months, 8 days, 12 hours, 12 minutes, and 45 seconds ago)Added a typo command.
Posted at Fri Oct 11 22:54:11 2013 UTC (11 years, 6 months, 7 days, 14 hours, 23 minutes, and 16 seconds ago)Added a new level of relative starchart skill.
Posted at Sat Oct 12 22:07:09 2013 UTC (11 years, 6 months, 6 days, 15 hours, 10 minutes, and 18 seconds ago)Fixed an issue with the new relative starchart skill level.
Posted at Sun Oct 13 01:44:26 2013 UTC (11 years, 6 months, 6 days, 11 hours, 33 minutes, and 1 second ago)Fixed ANOTHER issue with the new level of starchart skill, and made it easier to obtain.
Posted at Sun Oct 13 03:33:19 2013 UTC (11 years, 6 months, 6 days, 9 hours, 44 minutes, and 8 seconds ago)Another ground combat update!
* Evasions are now distinct entities from simple misses.
* Evasions and glancing hits now slightly drain the energy of the evading battlesuit, if possible. Glancing hits take less energy.
* The lower your energy is, the less evasive you are; you're much, much less evasive if you're tapped out of energy than you are when you're full or near-full. Hopefully, this will help encourage intelligent energy management.
Posted at Tue Oct 15 08:59:50 2013 UTC (11 years, 6 months, 4 days, 4 hours, 17 minutes, and 37 seconds ago)Fixed an exploit with energy regeneration in battlesuits.
Posted at Tue Oct 15 09:19:10 2013 UTC (11 years, 6 months, 4 days, 3 hours, 58 minutes, and 17 seconds ago)Energy generation modules are now significantly less powerful while in-combat. They're as powerful as before outside of combat. This should keep them as useful, but balance them somewhat more in-line with the other minimodules.
Posted at Tue Oct 15 09:26:10 2013 UTC (11 years, 6 months, 4 days, 3 hours, 51 minutes, and 17 seconds ago)Fixed an issue where the base rate of ground combat energy regeneration was much lower than expected from the earlier change.
Posted at Wed Oct 16 05:42:13 2013 UTC (11 years, 6 months, 3 days, 7 hours, 35 minutes, and 14 seconds ago)Attempting to rent an organization ship will no longer throw up an error if you aren't in an organization.
Posted at Wed Oct 16 16:32:17 2013 UTC (11 years, 6 months, 2 days, 20 hours, 45 minutes, and 10 seconds ago)Fixed a rather unfortunate error with splash damage weapons being evaded in solo missions, or against single targets.
Posted at Sat Oct 26 18:13:17 2013 UTC (11 years, 5 months, 22 days, 19 hours, 4 minutes, and 10 seconds ago)Rogue pilots are now only apparent to their own alliance.
Posted at Sat Oct 26 18:55:14 2013 UTC (11 years, 5 months, 22 days, 18 hours, 22 minutes, and 13 seconds ago)Mentor status is now only visible to your own alliance.
Posted at Sat Oct 26 18:56:24 2013 UTC (11 years, 5 months, 22 days, 18 hours, 21 minutes, and 3 seconds ago)Members of the 13th Fleet of the Mutuality's 13th fleet status is now only visible to members of the Mutuality.
Posted at Sat Oct 26 18:58:03 2013 UTC (11 years, 5 months, 22 days, 18 hours, 19 minutes, and 24 seconds ago)The following paragraph has been added to Policy 2: Roleplaying.
---
Please, also, apply some basic effort to make your input to the game understandable. While no one types or spells correctly 100% of the time, we do expect players to be able to correctly use very common homophones ("know" vs. "no"), to avoid netspeak ("2" in place of "to"), and to correctly spell very common words, including place names frequently encountered in the game. If you are not sure how to spell something in the game, we have a SPELL command for just this purpose. In addition, there are many online resources available to tell you the correct spelling of a word. Any custom items that you create (custom-named items, books, films, etc.) should also be proofread carefully so that the game's presentation does not suffer. Low-effort creations may be altered by the staff or removed from the game. This may sound overly draconian, but we assure you that our expectations here are really very minimal, and we seek only to maintain a merely adequate level of quality. We simply ask players to try to be understandable to others. Remember: effort counts in a roleplaying game.
---
This is simply to clarify our existing stance, and in particular to make players understand that they should take particular care with the custom-named items, books, and films that the game allows them to create. Items which harm the game's overall presentation will not be allowed to remain. In accordance with this, several low-effort items have been removed from sale on the marketplace. These may be relisted if some minimal care is taken with their presentation.
Posted at Sat Oct 26 19:37:44 2013 UTC (11 years, 5 months, 22 days, 17 hours, 39 minutes, and 43 seconds ago)Somewhat rebalanced projectile weapons in ground combat. Some weapons do less damage than you've come to expect, some do more. Overall, every single weapon is now an upgrade over its predecessor, in contrast to before.
Posted at Mon Oct 28 08:19:11 2013 UTC (11 years, 5 months, 21 days, 4 hours, 58 minutes, and 16 seconds ago)Gravitics GREATLY reworked. They are now actually a useful alternate choice over projectile weapons, with a rather significant statistically greater damage, comparatively.
Posted at Mon Oct 28 08:35:26 2013 UTC (11 years, 5 months, 21 days, 4 hours, 42 minutes, and 1 second ago)Regarding the previous two changes, the endgame weapons were largely untouched, and were actually only buffed. (in the case of gravitics)
Posted at Mon Oct 28 08:36:23 2013 UTC (11 years, 5 months, 21 days, 4 hours, 41 minutes, and 4 seconds ago)Ground combat chainguns have been given the consistency treatment, though the changes are much less extreme than the last two, touching only the 400-700 point range.
Posted at Mon Oct 28 08:41:41 2013 UTC (11 years, 5 months, 21 days, 4 hours, 35 minutes, and 46 seconds ago)Lasers have been given the consistency treatment. It largely DOES touch the endgame. Lasers are still very weak comparatively, being a last/only resort weapon module.
Posted at Mon Oct 28 08:50:48 2013 UTC (11 years, 5 months, 21 days, 4 hours, 26 minutes, and 39 seconds ago)Fixed a minor exploit related to using phones inside battlesuits and spacesuits.
Posted at Tue Oct 29 00:42:35 2013 UTC (11 years, 5 months, 20 days, 12 hours, 34 minutes, and 52 seconds ago)Multi-hit weapons make a return! Mostly they're what you'd expect: chainguns! However, a selection of other weapons are also considered multi-hit. Namely, things like assault rifles, shotguns, or dual hand zappers.
Posted at Tue Oct 29 23:31:29 2013 UTC (11 years, 5 months, 19 days, 13 hours, 45 minutes, and 58 seconds ago)Battlesuit outfitters now properly display the number of shots that a weapon fires every time the trigger is pulled.
Posted at Tue Oct 29 23:42:22 2013 UTC (11 years, 5 months, 19 days, 13 hours, 35 minutes, and 5 seconds ago)The weapons display while you are inside a battlesuit now properly displays ammunition and the number of shots fired.
Posted at Tue Oct 29 23:54:06 2013 UTC (11 years, 5 months, 19 days, 13 hours, 23 minutes, and 21 seconds ago)Critical hit and glancing hit notifications will now display for a multihit weapon in certain circumstances.
Posted at Wed Oct 30 00:48:13 2013 UTC (11 years, 5 months, 19 days, 12 hours, 29 minutes, and 14 seconds ago)You should no longer see grammatically incorrect statements such as 'one hits' while firing a multihit weapon.
Posted at Wed Oct 30 01:08:38 2013 UTC (11 years, 5 months, 19 days, 12 hours, 8 minutes, and 49 seconds ago)Several enemy weapons now have multishot capability, as to be expected from their weapon names or classes.
Posted at Wed Oct 30 01:18:37 2013 UTC (11 years, 5 months, 19 days, 11 hours, 58 minutes, and 50 seconds ago)Decoy beacon drop payouts have been modified for certain rare circumstances to address a common exploit.
Posted at Wed Oct 30 02:14:30 2013 UTC (11 years, 5 months, 19 days, 11 hours, 2 minutes, and 57 seconds ago)The weapons display in a battlesuit now displays the damage range of an individual shot for multihit weapons.
Posted at Thu Oct 31 22:23:29 2013 UTC (11 years, 5 months, 17 days, 14 hours, 53 minutes, and 58 seconds ago)The battlesuit outfitter now shows the damage inflicted per shot. Additionally, it no longer shows splash damage if there is no splash damage.
Posted at Thu Oct 31 22:32:36 2013 UTC (11 years, 5 months, 17 days, 14 hours, 44 minutes, and 51 seconds ago)Battlesuit outfitters now show splash damage per shot, if relevent, though no player-accessible weapons work this way at the moment.
Posted at Thu Oct 31 22:35:54 2013 UTC (11 years, 5 months, 17 days, 14 hours, 41 minutes, and 33 seconds ago)Added multihit capability to the gravitic rapidfire.
Posted at Thu Oct 31 22:44:12 2013 UTC (11 years, 5 months, 17 days, 14 hours, 33 minutes, and 15 seconds ago)Performance goals will now be set at the beginning of each Conquest period, modified by the overall recent level of activity. They have also been manually adjusted just now. The immediate effect is to make performance goals easier to reach. The actual numbers will not be displayed since they are meaningless except in the context of the Conquest algorithm; progress will be measured with goal percentages as always.
Posted at Fri Nov 1 00:10:52 2013 UTC (11 years, 5 months, 17 days, 13 hours, 6 minutes, and 35 seconds ago)The Conquest status people will no longer lie about being close to the first goal.
Posted at Fri Nov 1 00:50:29 2013 UTC (11 years, 5 months, 17 days, 12 hours, 26 minutes, and 58 seconds ago)Most enemy starships now have external descriptions that will show up in a visual scan.
Posted at Sat Nov 2 18:05:34 2013 UTC (11 years, 5 months, 15 days, 19 hours, 11 minutes, and 53 seconds ago)Costume wearers now lack a tag in the who list.
Posted at Sat Nov 2 21:53:57 2013 UTC (11 years, 5 months, 15 days, 15 hours, 23 minutes, and 30 seconds ago)The KNOWLEDGE command no longer knows too much.
Posted at Sat Nov 2 22:07:57 2013 UTC (11 years, 5 months, 15 days, 15 hours, 9 minutes, and 30 seconds ago)The Civilian Liaisons help file ought to be fixed as well.
Posted at Sat Nov 2 22:10:20 2013 UTC (11 years, 5 months, 15 days, 15 hours, 7 minutes, and 7 seconds ago)Players who have been around for less than the length of a civilian liaison term may no longer vote on blacklist proposals. Because new pilots often vote on these proposals with no knowledge or consideration of the issues that led to the blacklisting, nor any attempt to find out, this measure has proven unfortunately necessary. These pilots may, of course, still make their reasoning known at a meeting called by their Voice, should any reasoning exist.
Posted at Mon Nov 4 19:18:25 2013 UTC (11 years, 5 months, 13 days, 17 hours, 59 minutes, and 2 seconds ago)Mighty Salvage Grapple XI has been renamed to Mighty Salvage Grapple IV.
Posted at Tue Nov 5 21:50:45 2013 UTC (11 years, 5 months, 12 days, 15 hours, 26 minutes, and 42 seconds ago)Fixed an issue which has apparently existed forever wherein grappled debris and broken up debris handled the grade value differently.
Posted at Tue Nov 5 22:05:17 2013 UTC (11 years, 5 months, 12 days, 15 hours, 12 minutes, and 10 seconds ago)Added a Grade Bonus property to salvage grapples. This will add the given number to the grade of all debris from chunks. In other words, if you grapple grade 50 debris with a fine-toothed grapple, you will get grade 55 debris, with a bonus to points and credits.
Posted at Tue Nov 5 22:13:28 2013 UTC (11 years, 5 months, 12 days, 15 hours, 3 minutes, and 59 seconds ago)Added a selection of grapples up to 15000 industry points for you to dedicate your very lives toward earning.
Posted at Tue Nov 5 22:19:14 2013 UTC (11 years, 5 months, 12 days, 14 hours, 58 minutes, and 13 seconds ago)An issue causing food to never expire has been resolved. If your food refuses to die or craves the flesh of the living, please bludgeon it while calling for help.
Posted at Thu Nov 7 18:10:58 2013 UTC (11 years, 5 months, 10 days, 19 hours, 6 minutes, and 29 seconds ago)Most obnoxious text replacements have been changed to quiet corrections.
Posted at Sun Nov 10 21:01:32 2013 UTC (11 years, 5 months, 7 days, 16 hours, 15 minutes, and 55 seconds ago)Fixed an issue where last period's Conquest performance was being compared to the current period's goals.
Posted at Mon Nov 11 00:06:03 2013 UTC (11 years, 5 months, 7 days, 13 hours, 11 minutes, and 24 seconds ago)Fixed Ather Jammoa's Icy the Snowfish action figure.
Posted at Fri Nov 15 00:26:21 2013 UTC (11 years, 5 months, 3 days, 12 hours, 51 minutes, and 6 seconds ago)Let's extend the sailing metaphor!
Over time, ships in the rift will now drift.
Posted at Fri Nov 15 21:57:05 2013 UTC (11 years, 5 months, 2 days, 15 hours, 20 minutes, and 22 seconds ago)Optimized some code in the starship decharging algorithm. It now runs about 3% faster on average!
Posted at Fri Nov 15 23:04:05 2013 UTC (11 years, 5 months, 2 days, 14 hours, 13 minutes, and 22 seconds ago)Dressers, bureaus, closets, and other such stationary containers now export clothing rather than keeping them loaded in the active database. 6347 clothing items have just been exported. Please transfer your clothing to these containers for even greater savings!
Posted at Sun Nov 17 20:57:18 2013 UTC (11 years, 5 months, 16 hours, 20 minutes, and 9 seconds ago)Repairs ordered from a repair and rearm facility will now work differently. Most importantly, they will now take a little time.
Spaceport repair facilities now just greatly augment your ship's built-in damage control instead of repairing your ship instantly. A spaceport will repair your ship much faster and can, of course, repair all components at once.
However, repairing all components at once takes additional time, so if you wish to reenter a fight as quickly as possible, you may wish to repair only your hull or a specific weapons system!
Because spaceport repairs now utilize the starship's own damage control systems, no repairs will be completed while the ship is powered down.
The repairs will, of course, be aborted if the ship should launch before they are completed. No refunds!
Your engineer can monitor these repairs as they are completed. The engineer should not, however, abort the repair or queue up a new repair, as this will overwrite the repair order from the spaceport. No refunds!
Hull damage failsafes are restored gradually as the hull is repaired.
Special repairs like ablative armor, blast furnace wear, and solar panel wear will not be performed until the spaceport has completed the entire repair order. Certain special repairs (again, like ablative armor) are linked specifically to hull repair and cannot be completed unless the hull has zero damage. Special repairs will still be performed if the ship has no other damage and will now incur a minimal cost instead of being free.
Spaceports will repair at varying rates which mostly correlate with sector security, as is the case with trickle recharging. Alpha-1 spaceports provide the fastest repair rates.
New temporary space station side modules have been added with different repair rates.
Please report any issues you encounter with the new system.
Posted at Mon Nov 18 02:29:18 2013 UTC (11 years, 5 months, 10 hours, 48 minutes, and 9 seconds ago)Virtual objects should now interact properly with the EMPTY command and with the detailed contents breakdown option.
Posted at Mon Nov 18 21:32:41 2013 UTC (11 years, 4 months, 30 days, 15 hours, 44 minutes, and 46 seconds ago)The ASSIST and REPORT commands are now deprecated in favor of a new all-encompassing SUPPORT command!
Our new support system has several advantages! In the case of assists, it will allow us to research your issue and provide a resolution regardless of whether you and a staff member are online at the same time, regardless of whether you're alone and not idle, and regardless of any of the other circumstances that could lead to an assist going unanswered. The system also still supports live assists with a host to be used in times of urgency or for more complicated issues, including roleplaying questions, but they are no longer a necessity.
In the case of reports, the new support system will require the staff to acknowledge each report, so that you can receive a followup or at least know for certain that it was read by a human being. The system requires a response to every report and will nag us until we do it!
In general, we hope that the new support system will allow us to help players in a more consistent and timely manner. If you should encounter any problems with the new support system, please report them to the staff. Oh, wait, you won't be able to! HA HA HA
Posted at Tue Nov 19 02:23:50 2013 UTC (11 years, 4 months, 30 days, 10 hours, 53 minutes, and 37 seconds ago)Fixed a bug where you could pay more than the maximum amount that it said you could pay into your insurance account.
Posted at Tue Nov 19 22:41:01 2013 UTC (11 years, 4 months, 29 days, 14 hours, 36 minutes, and 26 seconds ago)Usability enhancement! Usability enhancement! Party time, excellent!
You may now pay the entirety of a fine, loan, or your insurance balance by typing 'all' at the prompt.
Posted at Tue Nov 19 22:41:17 2013 UTC (11 years, 4 months, 29 days, 14 hours, 36 minutes, and 10 seconds ago)Bounties will now give you proper credit denominations in all cases, instead of invalid credit types.
Posted at Tue Nov 19 22:57:42 2013 UTC (11 years, 4 months, 29 days, 14 hours, 19 minutes, and 45 seconds ago)Fully-charged ships should no longer immediately power down after they complete trickle charging.
Posted at Tue Nov 19 22:57:42 2013 UTC (11 years, 4 months, 29 days, 14 hours, 19 minutes, and 45 seconds ago)Phones now indicate if there are missed calls when you look at them.
Posted at Tue Nov 19 23:09:06 2013 UTC (11 years, 4 months, 29 days, 14 hours, 8 minutes, and 21 seconds ago)Phones out of comms no longer display any useful information when you look at them.
Posted at Tue Nov 19 23:09:09 2013 UTC (11 years, 4 months, 29 days, 14 hours, 8 minutes, and 18 seconds ago)Added some new side modules to temporary stations to keep up with growing organizations! Includes new salvage processors, asteroid processors, and xenology scanners.
Posted at Wed Nov 20 16:52:06 2013 UTC (11 years, 4 months, 28 days, 20 hours, 25 minutes, and 21 seconds ago)Riftsail drift is now modified by trim. Go slower if you want to sail more accurately!
Posted at Wed Nov 20 20:51:14 2013 UTC (11 years, 4 months, 28 days, 16 hours, 26 minutes, and 13 seconds ago)Engineering status now displays upgraded asteroid anchors.
Posted at Thu Nov 21 04:41:39 2013 UTC (11 years, 4 months, 28 days, 8 hours, 35 minutes, and 48 seconds ago)Building placement confirmation in mining sites will now display the name of the building being placed.
Posted at Thu Nov 21 04:45:01 2013 UTC (11 years, 4 months, 28 days, 8 hours, 32 minutes, and 26 seconds ago)The WHO command will no longer erroneously refer to a starship when you're not on one.
Posted at Fri Nov 22 04:40:41 2013 UTC (11 years, 4 months, 27 days, 8 hours, 36 minutes, and 46 seconds ago)Fixed an issue where a robot following a group member would be left behind if the group leader did not qualify for robots.
Posted at Fri Nov 22 04:42:43 2013 UTC (11 years, 4 months, 27 days, 8 hours, 34 minutes, and 44 seconds ago)Normalized the GO command to act more like directional movement, which will hopefully do things like allow robots to follow you into places and not break the GO command.
Posted at Fri Nov 22 04:46:01 2013 UTC (11 years, 4 months, 27 days, 8 hours, 31 minutes, and 26 seconds ago)Riftflow forecasters now use cyclical time, when appropriate.
Posted at Fri Nov 22 08:22:11 2013 UTC (11 years, 4 months, 27 days, 4 hours, 55 minutes, and 16 seconds ago)Short-term forecasts in cylical time now use neater time intervals.
Posted at Fri Nov 22 08:27:40 2013 UTC (11 years, 4 months, 27 days, 4 hours, 49 minutes, and 47 seconds ago)Revamped medium- and long-term forecasts for cylical time along the same lines.
Posted at Fri Nov 22 09:01:21 2013 UTC (11 years, 4 months, 27 days, 4 hours, 16 minutes, and 6 seconds ago)Mining sites will now confirm building placement in all cases.
Posted at Sun Nov 24 16:06:00 2013 UTC (11 years, 4 months, 24 days, 21 hours, 11 minutes, and 27 seconds ago)Fixed an issue where the two smallest significant figures in a cylical time display would be cut off in native/base-25 mode
Posted at Mon Nov 25 03:48:47 2013 UTC (11 years, 4 months, 24 days, 9 hours, 28 minutes, and 40 seconds ago)Industrial Whip terminals will be able to show detailed results from the previous period starting next Conquest.
Posted at Tue Nov 26 16:59:09 2013 UTC (11 years, 4 months, 22 days, 20 hours, 18 minutes, and 18 seconds ago)Added a CONTRIBUTORS command to temporary space station control rooms so you can see who built it.
Posted at Tue Nov 26 17:08:38 2013 UTC (11 years, 4 months, 22 days, 20 hours, 8 minutes, and 49 seconds ago)Fixed a bug where the income report function for organizations wouldn't be active even though it should have been if an organization had megacredit income but no credit income
Posted at Wed Nov 27 00:21:54 2013 UTC (11 years, 4 months, 22 days, 12 hours, 55 minutes, and 33 seconds ago)Organization accountants! Do you wish you could get even more accurate data on your org's expenses?
Wonder no more, as we have implemented EXPENSE REPORTS!
These are term-to-date expense reports that are wiped clean every term! Of course, it won't be accurate for this term, but in the future, expect TOTAL ACCURACY!
Also, we've implemented an income report counterpart that only counts income in the term-to-date period.
Posted at Wed Nov 27 00:24:10 2013 UTC (11 years, 4 months, 22 days, 12 hours, 53 minutes, and 17 seconds ago)Alien artifacts found close to home by characters very experienced in exploration will now be counted as common alien artifact finds with a lesser point value.
Posted at Wed Nov 27 01:31:50 2013 UTC (11 years, 4 months, 22 days, 11 hours, 45 minutes, and 37 seconds ago)You may now STORE your starship's aftermarket upgrades at any aftermarket upgrade shop for a modest fee. Reinstallation will be covered in a future update.
Posted at Wed Nov 27 03:38:26 2013 UTC (11 years, 4 months, 22 days, 9 hours, 39 minutes, and 1 second ago)Fixed an issue where aftermarket upgrade stores checked their requirements against pre-unity organization points.
Posted at Wed Nov 27 03:59:44 2013 UTC (11 years, 4 months, 22 days, 9 hours, 17 minutes, and 43 seconds ago)Added preliminary support for 'acting founder' status. This shouldn't affect votes, for the moment.
Posted at Fri Nov 29 00:43:10 2013 UTC (11 years, 4 months, 20 days, 12 hours, 34 minutes, and 17 seconds ago)Org founders can now appoint an acting founder if they are going to be absent for an extended period of time. The acting founder must be of the same alliance as the organization.
Posted at Fri Nov 29 00:57:13 2013 UTC (11 years, 4 months, 20 days, 12 hours, 20 minutes, and 14 seconds ago)Trustees of an organization can force a new acting founder to be determined if the org's founder or acting founder is greater than 90 days inactive.
Posted at Fri Nov 29 01:09:55 2013 UTC (11 years, 4 months, 20 days, 12 hours, 7 minutes, and 32 seconds ago)Added a note about acting founders into the organizations help file.
Posted at Fri Nov 29 07:10:07 2013 UTC (11 years, 4 months, 20 days, 6 hours, 7 minutes, and 20 seconds ago)Org founders can no longer relinquish their acting founder status, as they are the true founders of the organization to begin with.
Posted at Fri Nov 29 07:17:13 2013 UTC (11 years, 4 months, 20 days, 6 hours, and 14 seconds ago)Added a new formatting option (shortcut command is FORMAT-O) that allows you to optionally place a space after dot leaders. What are dot leaders, you might ask? It's the term that came up when I googled "name for lines of dots in lists" which we use in various places, such as the new organization expense reports. Toggling this on may simplify things for screen readers.
Posted at Sun Dec 1 01:08:11 2013 UTC (11 years, 4 months, 18 days, 12 hours, 9 minutes, and 16 seconds ago)Removed an ancient BOARD command on asteroid rooms which was overriding the modern one. This will hopefully not strand players on asteroids forever.
Posted at Sun Dec 1 05:08:44 2013 UTC (11 years, 4 months, 18 days, 8 hours, 8 minutes, and 43 seconds ago)Conquest results will no longer be misreported at the time of the final period tally.
Posted at Thu Dec 5 04:01:14 2013 UTC (11 years, 4 months, 14 days, 9 hours, 16 minutes, and 13 seconds ago)Added a "disorganization" mechanic as part of the continuing effort to discourage extremely large organizations, which tend to subdivide the game's population and result in players insulated from ongoing plots, theme, and the overall roleplaying environment.
The "Unity" section in HELP ORGANIZATIONS now reads:
Organizations are free to take in any member they like belonging to any alliance. However, once more than one alliance is involved in an organization, unity is taken into account.
Unity affects both the rate at which an organization earns points, and the total amount of points it has. Organizations with low unity (for instance, when its members are at war) are very ineffective.
The more alliances you bring into your organization, the more unity will affect it. Extremely large organizations will also suffer from disorganization, which increases unity penalties. The most effective organization will be one consisting of a few like-minded characters who have banded together for good, well-roleplayed reasons.
Posted at Thu Dec 5 06:09:21 2013 UTC (11 years, 4 months, 14 days, 7 hours, 8 minutes, and 6 seconds ago)An issue with coin denominations being duplicated has been fixed. Please send a support ticket if you duplicated a coin.
Posted at Mon Dec 9 05:27:12 2013 UTC (11 years, 4 months, 10 days, 7 hours, 50 minutes, and 15 seconds ago)Disorganization is now listed separately from unity in the organization's info page.
Posted at Tue Dec 10 23:03:50 2013 UTC (11 years, 4 months, 8 days, 14 hours, 13 minutes, and 37 seconds ago)A few more organization changes:
The maximum allowable point contribution level algorithm has been changed. It will change more often as the number of members changes and will be higher in most cases. This helps even out the effects of disorganization, provided every member is motivated.
A member's point contribution level is no longer restricted to intervals of 5%, nor even to whole numbers!
Because the maximum allowable contribution will change more often, particularly in larger organizations, members can now choose to always maximize their contribution. You can toggle this on by setting your contribution to the maximum level and answering "yes" to the prompt that follows. To toggle it off, repeat the process and answer "no" or just set a lower contribution.
Posted at Tue Dec 10 23:16:48 2013 UTC (11 years, 4 months, 8 days, 14 hours, and 39 seconds ago)Slightly changed how the flowmill worked. It's actually improved in a few rare edge cases!
Posted at Tue Dec 10 23:24:29 2013 UTC (11 years, 4 months, 8 days, 13 hours, 52 minutes, and 58 seconds ago)Your point contribution, if applicable, now appears on the POINTS command.
Posted at Wed Dec 11 00:12:51 2013 UTC (11 years, 4 months, 8 days, 13 hours, 4 minutes, and 36 seconds ago)Modified a certain technician's dialogue to properly reflect the requirements of a certain exploration point-requiring upgrade at a certain space station.
Posted at Wed Dec 11 06:32:58 2013 UTC (11 years, 4 months, 8 days, 6 hours, 44 minutes, and 29 seconds ago)Added a star to a certain station's sector where it made sense! You're a star!
Posted at Wed Dec 11 09:21:59 2013 UTC (11 years, 4 months, 8 days, 3 hours, 55 minutes, and 28 seconds ago)Fixed an issue where the wormhole drive was attempting far fewer coordinates than it should (i.e., one), drastically increasing the chances of encountering an obstruction. This should generally not happen anymore.
Posted at Thu Dec 12 16:51:57 2013 UTC (11 years, 4 months, 6 days, 20 hours, 25 minutes, and 30 seconds ago)Starships should show up on rundown/starmap more reliably upon stopping the rift drive.
Posted at Thu Dec 12 16:55:13 2013 UTC (11 years, 4 months, 6 days, 20 hours, 22 minutes, and 14 seconds ago)Characters will no longer remain sitting or lying down when artificial gravity is lost.
Posted at Thu Dec 12 16:58:05 2013 UTC (11 years, 4 months, 6 days, 20 hours, 19 minutes, and 22 seconds ago)Organization office names will now correct themselves when entered next.
Posted at Thu Dec 12 17:02:33 2013 UTC (11 years, 4 months, 6 days, 20 hours, 14 minutes, and 54 seconds ago)Players will no longer be notified about organization pending actions when out of communications range.
Posted at Thu Dec 12 17:04:20 2013 UTC (11 years, 4 months, 6 days, 20 hours, 13 minutes, and 7 seconds ago)Regarding organization offices, other objects within will now correct themselves as well.
Posted at Thu Dec 12 17:10:24 2013 UTC (11 years, 4 months, 6 days, 20 hours, 7 minutes, and 3 seconds ago)Things that increase your signature size now increase the likelihood of attracting a patrol.
Posted at Fri Dec 13 04:11:08 2013 UTC (11 years, 4 months, 6 days, 9 hours, 6 minutes, and 19 seconds ago)Chained and chaining NPC vessels should now actually play by the rules, instead of potentially being able to move out of chain distance.
Posted at Fri Dec 13 05:57:54 2013 UTC (11 years, 4 months, 6 days, 7 hours, 19 minutes, and 33 seconds ago)Very small ships can no longer equip a certain new upgrade.
Posted at Fri Dec 13 17:06:08 2013 UTC (11 years, 4 months, 5 days, 20 hours, 11 minutes, and 19 seconds ago)Fixed some minor errors on the Aces and Veterans help file.
Posted at Sat Dec 14 06:08:13 2013 UTC (11 years, 4 months, 5 days, 7 hours, 9 minutes, and 14 seconds ago)Salvage op point rewards have been changed to scale appropriately with debris grade, just as the credit payout was changed some time ago. Point rewards should be generally higher for debris grade 50 and higher, and the magnitude may be tweaked further if we see any payouts happen. As before, salvage ops are now a balanced activity, and superior payouts will not be found in local debris clouds; however, high grade debris should be quite profitable.
Posted at Sat Dec 14 19:22:06 2013 UTC (11 years, 4 months, 4 days, 17 hours, 55 minutes, and 21 seconds ago)The ETA command will now report the progress of asteroid hauls.
Posted at Mon Dec 16 19:51:46 2013 UTC (11 years, 4 months, 2 days, 17 hours, 25 minutes, and 41 seconds ago)The aftermarket bolt cannon upgrade can now only be applied to starships that are destroyer-sized or larger.
Posted at Tue Dec 17 06:46:53 2013 UTC (11 years, 4 months, 2 days, 6 hours, 30 minutes, and 34 seconds ago)Any vessels that had the bolt cannon that couldn't normally have it with the new rules now no longer have the bolt cannon. Their owners have been refunded the cost of the upgrade.
Posted at Tue Dec 17 06:56:30 2013 UTC (11 years, 4 months, 2 days, 6 hours, 20 minutes, and 57 seconds ago)Increased docking bay capacity of the Tactical Deployment Vessel.
Posted at Tue Dec 17 07:02:17 2013 UTC (11 years, 4 months, 2 days, 6 hours, 15 minutes, and 10 seconds ago)Feng Wo Collective stations now pay a fair price for your debris!
Posted at Wed Dec 18 02:15:38 2013 UTC (11 years, 4 months, 1 day, 11 hours, 1 minute, and 49 seconds ago)The concept of "rift depth" has now been generalized instead of being a special case for capsules and escape pods. This should produce no visible difference to players.
A ship's signature size is now directly reduced by being deeper in the rift.
Posted at Wed Dec 18 18:16:24 2013 UTC (11 years, 4 months, 19 hours, 1 minute, and 3 seconds ago)Space module transports are now lumbering beasts, unable to fit inside docking bays.
Introducing the space module scout! This sleek (but still very large) scout-class module transport can carry seven whole modules, and the whole thing can fit inside larger docking bays! In fact, it's as large as the transport's previous size!
This is a small retcon, but mostly you should be able to just avoid bringing it up. The purpose, of course, is to control the range of exploring starships, particularly carriers, which are not meant to be specialized in exploration.
Posted at Thu Dec 19 02:23:00 2013 UTC (11 years, 4 months, 10 hours, 54 minutes, and 27 seconds ago)The STOP command will now abort the process of searching for a passive beacon.
Posted at Thu Dec 19 04:09:45 2013 UTC (11 years, 4 months, 9 hours, 7 minutes, and 42 seconds ago)Fixed an issue where the destruction of alliance civilian ships would not always be reported.
Posted at Thu Dec 19 04:20:21 2013 UTC (11 years, 4 months, 8 hours, 57 minutes, and 6 seconds ago)Due to a general lack of care being taken in their use, apartment decoration drones will no longer be available freely.
Posted at Thu Dec 19 17:50:57 2013 UTC (11 years, 3 months, 30 days, 19 hours, 26 minutes, and 30 seconds ago)Fixed a bug in which long-term rental ships could be renamed arbitrarily.
Posted at Fri Dec 20 10:53:36 2013 UTC (11 years, 3 months, 30 days, 2 hours, 23 minutes, and 51 seconds ago)Base block ships with only one port now get a larger proportion of the docked ship's charge.
Posted at Sat Dec 21 10:40:11 2013 UTC (11 years, 3 months, 29 days, 2 hours, 37 minutes, and 16 seconds ago)Hoverboards should move with their users more accurately now. Players will also automatically dismount when entering a battlesuit.
Posted at Sat Dec 21 18:28:37 2013 UTC (11 years, 3 months, 28 days, 18 hours, 48 minutes, and 50 seconds ago)Fixed an issue where op defender payout was lower than intended with smaller canisters.
Posted at Sat Dec 21 23:00:47 2013 UTC (11 years, 3 months, 28 days, 14 hours, 16 minutes, and 40 seconds ago)Founders should now be able to properly appoint acting founders in their stead.
Posted at Mon Dec 23 13:17:52 2013 UTC (11 years, 3 months, 26 days, 23 hours, 59 minutes, and 35 seconds ago)A certain cactus-launching space-based weapon should now do a proper amount of damage, instead of a grossly inflated amount of damage.
Posted at Tue Dec 24 22:21:17 2013 UTC (11 years, 3 months, 25 days, 14 hours, 56 minutes, and 10 seconds ago)Players may once again seek mentor status via the MENTOR command! However, new mentors are now subject to staff approval.
Most existing mentors have been grandfathered in. If anyone wasn't included, there was probably a good reason. It's harsh, but fair!
Posted at Thu Dec 26 18:51:53 2013 UTC (11 years, 3 months, 23 days, 18 hours, 25 minutes, and 34 seconds ago)Salvage operations based out of temporary stations will now always get some amount of megacredits. Operations with more salvagers will generally gain even more megacredits than operations with a few highly-equipped salvagers.
Posted at Thu Dec 26 21:42:25 2013 UTC (11 years, 3 months, 23 days, 15 hours, 35 minutes, and 2 seconds ago)Unity will no longer affect credit to megacredit conversions!
Posted at Fri Dec 27 19:35:28 2013 UTC (11 years, 3 months, 22 days, 17 hours, 41 minutes, and 59 seconds ago)Organizational income reports now show the potential megacredits from business sources, if the organization can convert credits into megacredits.
Posted at Sat Dec 28 03:51:50 2013 UTC (11 years, 3 months, 22 days, 9 hours, 25 minutes, and 37 seconds ago)Organizations with better megacredit conversion licenses will now typically see more megacredits from salvage operations
Posted at Sat Dec 28 03:59:51 2013 UTC (11 years, 3 months, 22 days, 9 hours, 17 minutes, and 36 seconds ago)A few changes to asteroid hauling megacredit income:
* Organizations that do not qualify for the module class make significantly fewer megacredits.
* Organizations that do not qualify for the grade of module make mildly fewer megacredits.
* Organizations with better megacredit conversion licenses will now typically see more megacredits.
Posted at Sat Dec 28 04:18:14 2013 UTC (11 years, 3 months, 22 days, 8 hours, 59 minutes, and 13 seconds ago)Fixed an issue where organizations would get more megacredits than originally intended from asteroid hauling.
Posted at Sat Dec 28 04:20:46 2013 UTC (11 years, 3 months, 22 days, 8 hours, 56 minutes, and 41 seconds ago)A few changes!
* Updated all alliance themes to better reflect their current state! Good work, players! You've helped shape the theme of Star Conquest!
* Added an 'Alliance Themes' help file - it shows the information that is currently on display in the anschluss building at any given time.
* Future AEU starships no longer have a speed boost bonus. Ships built up until slightly before this changelog will retain the speed bonus.
* All AEU pilots now get money from their trust funds or investments at the end of each conquest period.
Posted at Sat Dec 28 21:13:15 2013 UTC (11 years, 3 months, 21 days, 16 hours, 4 minutes, and 12 seconds ago)Investment income (currently AEU-only) now waxes and wanes with conquest performance goals.
Posted at Sat Dec 28 21:45:16 2013 UTC (11 years, 3 months, 21 days, 15 hours, 32 minutes, and 11 seconds ago)After a great deal of discussion, we've decided to keep the AEU speed bonus for now, though this may still gradually transition into something else depending upon how the AEU is being played.
Essentially, rather than taking away the bonus, we've decided it would be better to add passive bonuses (like the trust fund mechanic) to other alliances to reflect their current themes, giving us more options to represent their unique characteristics through mechanics. These have not been added quite yet, but we will, of course, changelog it when we do.
This means, of course, that the trust fund/investment mechanic will remain. Players may open a support ticket if they feel that receiving trust fund or investment income violates their character concept.
Posted at Sun Dec 29 04:33:34 2013 UTC (11 years, 3 months, 21 days, 8 hours, 43 minutes, and 53 seconds ago)Fringe pilots now have cheaper insurance premiums due to subsidies from the Confederacy to encourage their corps to put it all on the line and fight until their very last.
Posted at Sun Dec 29 04:55:06 2013 UTC (11 years, 3 months, 21 days, 8 hours, 22 minutes, and 21 seconds ago)Fringe pilots also face less of a penalty to their premiums for losing a ship than their counterparts in the other alliances.
Posted at Sun Dec 29 04:59:34 2013 UTC (11 years, 3 months, 21 days, 8 hours, 17 minutes, and 53 seconds ago)Multiple items (as in, the dispenser objects) now allow you to take them via the GET command if they have been sent to you in a standard mail package.
Posted at Sun Dec 29 19:04:07 2013 UTC (11 years, 3 months, 20 days, 18 hours, 13 minutes, and 20 seconds ago)Grapplers now receive a grade bonus when finding exactly the correct angle! Naturally, this will pretty much only happen by chance. Enjoy!
Posted at Tue Dec 31 01:21:46 2013 UTC (11 years, 3 months, 19 days, 11 hours, 55 minutes, and 41 seconds ago)Landing at SVP Command may now actually be possible.
Posted at Wed Jan 1 03:06:15 2014 UTC (11 years, 3 months, 18 days, 10 hours, 11 minutes, and 12 seconds ago)Anomaly detectors now show up in engineering status.
Posted at Wed Jan 1 03:30:22 2014 UTC (11 years, 3 months, 18 days, 9 hours, 47 minutes, and 5 seconds ago)Fixed a small issue where the mission system would believe no one qualified for any missions ever.
Posted at Wed Jan 1 05:21:39 2014 UTC (11 years, 3 months, 18 days, 7 hours, 55 minutes, and 48 seconds ago)Fixed mission loot incrementation.
Slightly adjusted the circumstances under which space mission loot can be retrieved.
Posted at Wed Jan 1 17:38:37 2014 UTC (11 years, 3 months, 17 days, 19 hours, 38 minutes, and 50 seconds ago)NPC battlesuits will now actually use restoration effects.
Posted at Thu Jan 2 06:24:32 2014 UTC (11 years, 3 months, 17 days, 6 hours, 52 minutes, and 55 seconds ago)Added a lower tier SVP ground combat collection mission so that people doing the smaller RATS pods can complete them in one go.
Posted at Thu Jan 2 06:53:28 2014 UTC (11 years, 3 months, 17 days, 6 hours, 23 minutes, and 59 seconds ago)Autovectoring is now 80% less spammy.
Posted at Fri Jan 3 23:18:49 2014 UTC (11 years, 3 months, 15 days, 13 hours, 58 minutes, and 38 seconds ago)Totally revamped the prison system!
It's no longer a lame solitary confinement shindig! It's now its own roleplay destination!
If you're imprisoned on Dure, you have a whole area to roam around in! At least, from 2000 to 0400. Beyond that time, you gotta go back! There's a cafeteria, a rec room, and even a holovid!
Prisoners also get their own prisoner number and a fancy and stylish new suit.
During the cell open hours, anybody can visit a prisoner (with a barrier of transparisteel between you and them, of course) on Dure at Corbin Memorial Prison!
Posted at Sat Jan 4 19:54:25 2014 UTC (11 years, 3 months, 14 days, 17 hours, 23 minutes, and 2 seconds ago)Prisoners can now send and receive mail via the mail slot in the day room. All prison mail must, of course, be screened upon sending or receiving.
Posted at Sat Jan 4 21:37:13 2014 UTC (11 years, 3 months, 14 days, 15 hours, 40 minutes, and 14 seconds ago)Starcharts now no longer say that something is '0.0km and galactic east' if you're right on top of it.
Posted at Sat Jan 4 22:34:47 2014 UTC (11 years, 3 months, 14 days, 14 hours, 42 minutes, and 40 seconds ago)The USERS command now lists if there are any active pilots inside Corbin Memorial Prison, if it's during the time in which the cells are open and they can be visited at that immediate point in time.
Posted at Sat Jan 4 23:18:12 2014 UTC (11 years, 3 months, 14 days, 13 hours, 59 minutes, and 15 seconds ago)Arrests no longer use a FTL jump if you're apprehended on Dure.
Posted at Sun Jan 5 00:06:32 2014 UTC (11 years, 3 months, 14 days, 13 hours, 10 minutes, and 55 seconds ago)Prison mail should be receivable now.
Posted at Sun Jan 5 01:31:55 2014 UTC (11 years, 3 months, 14 days, 11 hours, 45 minutes, and 32 seconds ago)The "They don't seem to be nearby" message when you're looking at someone in a prison visitation room or in a hypertea should no longer occur.
Posted at Sun Jan 5 16:25:03 2014 UTC (11 years, 3 months, 13 days, 20 hours, 52 minutes, and 24 seconds ago)Airlocks are no longer magically powered at all times.
Airlocks will now correctly remain a hostile environment when boarding from a hostile planet.
Posted at Sun Jan 5 16:43:50 2014 UTC (11 years, 3 months, 13 days, 20 hours, 33 minutes, and 37 seconds ago)The Ground Squad Leader terminal's squad watch functionality should be more reliable.
Posted at Sun Jan 5 16:47:56 2014 UTC (11 years, 3 months, 13 days, 20 hours, 29 minutes, and 31 seconds ago)To go along with the increased refurbishment cost that was implemented some time ago, battlesuits now require one handheld refurbishment unit per tier before they are fully repaired. In other words, a tier 5 suit requires five separate refurbishment units. Other types of refurbishment (aerial fortress, battlesuit outfitter) are the same as before.
To eliminate the possibility of a certain slow, methodical exploit, enemies can now only be blinded once, and will resist the effect if anyone attempts to apply it a second time.
Posted at Sun Jan 5 19:20:02 2014 UTC (11 years, 3 months, 13 days, 17 hours, 57 minutes, and 25 seconds ago)Implemented live HV.
Posted at Sun Jan 5 21:06:21 2014 UTC (11 years, 3 months, 13 days, 16 hours, 11 minutes, and 6 seconds ago)Fixed the LIST command for holovids.
Posted at Sun Jan 5 21:55:56 2014 UTC (11 years, 3 months, 13 days, 15 hours, 21 minutes, and 31 seconds ago)Fixed an artifact generation explosion!
Posted at Sun Jan 5 23:11:09 2014 UTC (11 years, 3 months, 13 days, 14 hours, 6 minutes, and 18 seconds ago)Fixed assorted Public Access Center bugs.
Posted at Mon Jan 6 01:57:42 2014 UTC (11 years, 3 months, 13 days, 11 hours, 19 minutes, and 45 seconds ago)Prison guards will now perform their jobs with significantly less zeal once prisoners have returned to their cells.
Posted at Mon Jan 6 02:21:37 2014 UTC (11 years, 3 months, 13 days, 10 hours, 55 minutes, and 50 seconds ago)Debris chunks may now be fired at. They reduce in grade every time they're shot.
Posted at Mon Jan 6 22:17:32 2014 UTC (11 years, 3 months, 12 days, 14 hours, 59 minutes, and 55 seconds ago)Implemented "landline" phones and collect calls.
Posted at Wed Jan 8 01:25:35 2014 UTC (11 years, 3 months, 11 days, 11 hours, 51 minutes, and 52 seconds ago)Put phones in all civilian liaison offices, so office-holders can feel even more self-important without good reason. Office numbers are now listed in HELP LIAISONS.
Posted at Wed Jan 8 02:05:57 2014 UTC (11 years, 3 months, 11 days, 11 hours, 11 minutes, and 30 seconds ago)Every alliance now has at least one payphone in a bar or bar-like locale that isn't their pilot lounges.
Posted at Wed Jan 8 02:42:22 2014 UTC (11 years, 3 months, 11 days, 10 hours, 35 minutes, and 5 seconds ago)Implemented phone booths.
Posted at Wed Jan 8 02:58:54 2014 UTC (11 years, 3 months, 11 days, 10 hours, 18 minutes, and 33 seconds ago)Directory Assistance can now help you find landline numbers!
Posted at Wed Jan 8 04:26:48 2014 UTC (11 years, 3 months, 11 days, 8 hours, 50 minutes, and 39 seconds ago)Players out of communications range no longer have magical knowledge of prisoners.
Posted at Wed Jan 8 04:47:45 2014 UTC (11 years, 3 months, 11 days, 8 hours, 29 minutes, and 42 seconds ago)Collect calling is now optional on most payphones, and they have their own standard rate if a collect call is not made, or if a call comes in on that line. A phone that is capable of making collect calls and calls with standard billing may dial collect by prefixing the number that they wish to dial with "9090".
Posted at Wed Jan 8 09:43:35 2014 UTC (11 years, 3 months, 11 days, 3 hours, 33 minutes, and 52 seconds ago)Very belatedly, einrophones now have a help file.
Posted at Wed Jan 8 16:25:29 2014 UTC (11 years, 3 months, 10 days, 20 hours, 51 minutes, and 58 seconds ago)Updated the cadet orientation officer dialogue!
- Added in a line explaining how to grapple chunks.
- Corrected an out-of-date line about how to fully recharge your ship.
- Added a line about the LOCATE function of keychains.
- Added a dialogue option explaining repair centers.
- Added a dialogue option explaining the existence of SVP missions.
Posted at Wed Jan 8 17:00:16 2014 UTC (11 years, 3 months, 10 days, 20 hours, 17 minutes, and 11 seconds ago)Fixed some overlapping SVP missions that tended to occur at round numbers of points. Also corrected two recovery missions that mistakenly had the same point requirements.
Posted at Thu Jan 9 00:58:16 2014 UTC (11 years, 3 months, 10 days, 12 hours, 19 minutes, and 11 seconds ago)Fixed an issue where attempting to transfer debris to SVP Command would result in an error instead of money.
Posted at Thu Jan 9 17:00:18 2014 UTC (11 years, 3 months, 9 days, 20 hours, 17 minutes, and 9 seconds ago)Fixed an issue where blowing up while on a SVP ground mission would send your battlesuit to some random place it felt you should be.
Posted at Thu Jan 9 17:00:52 2014 UTC (11 years, 3 months, 9 days, 20 hours, 16 minutes, and 35 seconds ago)Prevented the SVP ground tech from moving a battlesuit while a player is in it.
Posted at Thu Jan 9 17:04:20 2014 UTC (11 years, 3 months, 9 days, 20 hours, 13 minutes, and 7 seconds ago)Rewrote cell descriptions to adhere to current description standards and also make sense.
Posted at Thu Jan 9 17:09:35 2014 UTC (11 years, 3 months, 9 days, 20 hours, 7 minutes, and 52 seconds ago)Each Voice's office now has a sturdy locker that will open only to holders of that office. Things very important to the pilot corps can be kept in here. Please don't use them to hoard a million things.
Posted at Thu Jan 9 17:16:26 2014 UTC (11 years, 3 months, 9 days, 20 hours, 1 minute, and 1 second ago)Improved object matching on common commands like USE to correctly interpet, for example, "use phone on desk" -- this will now preferentially match an object in or on the container as one would expect.
Posted at Thu Jan 9 17:30:20 2014 UTC (11 years, 3 months, 9 days, 19 hours, 47 minutes, and 7 seconds ago)Accord ships will now show a proper description.
Posted at Fri Jan 10 05:26:19 2014 UTC (11 years, 3 months, 9 days, 7 hours, 51 minutes, and 8 seconds ago)Rescue pods are no longer immune to interdiction.
Posted at Sat Jan 11 16:54:11 2014 UTC (11 years, 3 months, 7 days, 20 hours, 23 minutes, and 16 seconds ago)For more thematic consistency, ships made by humans can no longer interdict aliens, as this is something they've never been able to do. Conversely, alien interdiction now properly extends to non-playable human factions (pirates, Peacekeepers, and the like) and will prevent them from routing.
Posted at Sat Jan 11 17:29:25 2014 UTC (11 years, 3 months, 7 days, 19 hours, 48 minutes, and 2 seconds ago)Implemented Accord space missions that ought to recall the old days somewhat!
These missions are available for characters with 500 to 2000 space combat points. Does this still not include you? Don't worry, as long as someone qualified is leading the group, he or she can take any crewmates!
Again, this is not the end of mission implementation and more applications of the system will follow.
Posted at Sat Jan 11 18:04:11 2014 UTC (11 years, 3 months, 7 days, 19 hours, 13 minutes, and 16 seconds ago)Belatedly added a store selling decoy beacons to the new AFW Command.
Posted at Sat Jan 11 21:19:55 2014 UTC (11 years, 3 months, 7 days, 15 hours, 57 minutes, and 32 seconds ago)Due to popular demand, certain items are now too bulky to be placed into containers!
Posted at Sun Jan 12 02:55:22 2014 UTC (11 years, 3 months, 7 days, 10 hours, 22 minutes, and 5 seconds ago)Organizations will no longer receive notifications about receiving salvage out of communications range.
Posted at Sun Jan 12 04:14:29 2014 UTC (11 years, 3 months, 7 days, 9 hours, 2 minutes, and 58 seconds ago)Gave invasion-type missions a new selection of low security sectors that should reduce the odds of random interference.
Prevented the mission builder from selecting sectors that are already involved in a pending mission.
Posted at Sun Jan 12 16:55:55 2014 UTC (11 years, 3 months, 6 days, 20 hours, 21 minutes, and 32 seconds ago)Added a new mission type, currently only at SVP, that involves grappling. Please be sure to report any grappling- or salvaging-related weirdness, as making additions to code that's old enough to drive is always an adventure.
Posted at Sun Jan 12 20:22:46 2014 UTC (11 years, 3 months, 6 days, 16 hours, 54 minutes, and 41 seconds ago)Due to popular demand, inactive org members will now count toward disorganization!
Posted at Sun Jan 12 23:39:32 2014 UTC (11 years, 3 months, 6 days, 13 hours, 37 minutes, and 55 seconds ago)Okay, it's changed back. Be careful what you wish for!
Posted at Sun Jan 12 23:41:34 2014 UTC (11 years, 3 months, 6 days, 13 hours, 35 minutes, and 53 seconds ago)Added exciting salvaging missions to AFW Command! These can be assigned to players with 1000 or more industry points. There is no maximum point restriction. These will assign you a specific salvaging task (just one at the moment, though I will probably be adding more shortly) for extra credits and points.
As with space missions, the Accord is authorized to assign you two missions per day... of any type! So choose wisely when deciding how you would like to be deployed each day.
Posted at Mon Jan 13 19:38:09 2014 UTC (11 years, 3 months, 5 days, 17 hours, 39 minutes, and 18 seconds ago)Prevented combat missions and salvage missions from occurring in the same sector.
Posted at Mon Jan 13 21:41:27 2014 UTC (11 years, 3 months, 5 days, 15 hours, and 36 minutes ago)Fixed a missing zero in some mission payouts! Enjoy getting paid a sensible amount!
Posted at Mon Jan 13 22:46:15 2014 UTC (11 years, 3 months, 5 days, 14 hours, 31 minutes, and 12 seconds ago)Briefly corrupted all IFS shipwreck chunks for reasons I would find difficult to explain. They are better now, but you may need to go to a new sector before you can grapple again.
Posted at Tue Jan 14 00:24:20 2014 UTC (11 years, 3 months, 5 days, 12 hours, 53 minutes, and 7 seconds ago)Fixed an issue that prevented ground mission enemies from chasing after players in some circumstances, allowing the potential for exploits.
Posted at Tue Jan 14 04:19:30 2014 UTC (11 years, 3 months, 5 days, 8 hours, 57 minutes, and 57 seconds ago)Multiple people may now write in an untitled book, though it's still the case that only the original author can title and sell it.
Posted at Wed Jan 15 15:13:47 2014 UTC (11 years, 3 months, 3 days, 22 hours, 3 minutes, and 40 seconds ago)Players will no longer receive points for special mission debris which exceeds the requested amount.
Posted at Wed Jan 15 15:33:38 2014 UTC (11 years, 3 months, 3 days, 21 hours, 43 minutes, and 49 seconds ago)The point value of quest-related debris has been... adjusted.
Posted at Thu Jan 16 02:00:02 2014 UTC (11 years, 3 months, 3 days, 11 hours, 17 minutes, and 25 seconds ago)Beards and body hair are more flexible than ever! If they act strangely you should probably report it.
Posted at Thu Jan 16 05:22:29 2014 UTC (11 years, 3 months, 3 days, 7 hours, 54 minutes, and 58 seconds ago)Set quest-related debris point values back to standard and instead normalized the amount of debris each mission level asks for. This may result in a better point spread!
Posted at Thu Jan 16 15:29:02 2014 UTC (11 years, 3 months, 2 days, 21 hours, 48 minutes, and 25 seconds ago)Holovids should no longer turn themselves off mysteriously, as long as someone is in the room.
Posted at Thu Jan 16 15:30:56 2014 UTC (11 years, 3 months, 2 days, 21 hours, 46 minutes, and 31 seconds ago)Fixed several immersion-breaking critical issues with capsules.
Posted at Sat Jan 18 11:44:37 2014 UTC (11 years, 3 months, 1 day, 1 hour, 32 minutes, and 50 seconds ago)Fixed another issue that would cause holovids to turn themselves off randomly, which would only occur when switching to a live broadcast.
Posted at Sat Jan 18 21:24:22 2014 UTC (11 years, 3 months, 15 hours, 53 minutes, and 5 seconds ago)Payphones in Mutuality space are now properly labeled in accordance with the local truth in naming policies.
Posted at Sun Jan 19 05:01:29 2014 UTC (11 years, 3 months, 8 hours, 15 minutes, and 58 seconds ago)Station modules with bogus contributors (usually disbanded organizations, perhaps occasionally long-deleted characters) will now be automatically transferred to the owner of the ship.
Posted at Mon Jan 20 16:14:02 2014 UTC (11 years, 2 months, 28 days, 21 hours, 3 minutes, and 25 seconds ago)Improved quantity parsing for the SSN operator.
Posted at Mon Jan 20 16:28:31 2014 UTC (11 years, 2 months, 28 days, 20 hours, 48 minutes, and 56 seconds ago)Silent mode on autovector will now be truly silent forever.
Posted at Tue Jan 21 15:33:51 2014 UTC (11 years, 2 months, 27 days, 21 hours, 43 minutes, and 36 seconds ago)For the first time in 15 years, mail bins no longer shatter mysteriously upon being dropped. However, please dispose of them promptly when they're empty!
Posted at Tue Jan 21 18:26:07 2014 UTC (11 years, 2 months, 27 days, 18 hours, 51 minutes, and 20 seconds ago)Adding periodic reminders when players have host-initiated support tickets, as they seem to be missed frequently. Also clarified under the SUPPORT command which tickets require your attention.
Posted at Tue Jan 21 18:55:30 2014 UTC (11 years, 2 months, 27 days, 18 hours, 21 minutes, and 57 seconds ago)Viewing employees at a belt management station will now ask you how you wish the list to be sorted.
Posted at Wed Jan 22 15:51:30 2014 UTC (11 years, 2 months, 26 days, 21 hours, 25 minutes, and 57 seconds ago)Fixed up the ancient ship-to-ship link command to no longer allow a link if either ship has left while awaiting an answer to the yes/no prompt, and to not request links from AI ships.
Posted at Wed Jan 22 15:55:48 2014 UTC (11 years, 2 months, 26 days, 21 hours, 21 minutes, and 39 seconds ago)Players with piercings will now have their descriptions change appropriately if their piercing has been removed through some means.
Posted at Wed Jan 22 16:04:12 2014 UTC (11 years, 2 months, 26 days, 21 hours, 13 minutes, and 15 seconds ago)Added introduction-style quick physical descriptions that will show up when a character first enters a room, or first speaks or performs some action. Once you've seen someone's quick physical description, you should not see it again for many hours. Additionally, you should be able to preempt it showing by looking at a person first.
These descriptions are short, just a couple of sentences, and are meant to help increase players' awareness of other characters without the need to individually look at everyone in a room. It'll also allow physical descriptions to come through over the holovid despite not being able to look at people through it.
You can toggle this off forever via the OPTIONS command, though we recommend against it! Do not revel in ignorance!
Posted at Wed Jan 22 22:20:12 2014 UTC (11 years, 2 months, 26 days, 14 hours, 57 minutes, and 15 seconds ago)Due to popular demand, players can now have no idea about their surroundings while inside battlesuits! Ground mission rooms now respect the BRIEF option!
Posted at Thu Jan 23 16:01:44 2014 UTC (11 years, 2 months, 25 days, 21 hours, 15 minutes, and 43 seconds ago)Characters can now catch a glimpse of themselves in a mirror and see their own brief physical description.
Posted at Thu Jan 23 17:09:26 2014 UTC (11 years, 2 months, 25 days, 20 hours, 8 minutes, and 1 second ago)Fixed an issue that we've long known about but didn't really care about wherein apartment complexes would not properly detect when rent was two months overdue. If you are unable to get into your apartment, just pay the rent! We'll give it a few days before we make eviction function. You're welcome!
Posted at Fri Jan 24 18:16:02 2014 UTC (11 years, 2 months, 24 days, 19 hours, 1 minute, and 25 seconds ago)Long requested but never implemented! UNTIL NOW. Added a BUZZ command to apartment lobbies.
Posted at Fri Jan 24 18:26:17 2014 UTC (11 years, 2 months, 24 days, 18 hours, 51 minutes, and 10 seconds ago)Fixed a workaround where bulky items could still be placed ON things.
Posted at Sat Jan 25 18:32:34 2014 UTC (11 years, 2 months, 23 days, 18 hours, 44 minutes, and 53 seconds ago)By popular demand, you can now FIND things in containers.
Posted at Sat Jan 25 19:15:17 2014 UTC (11 years, 2 months, 23 days, 18 hours, 2 minutes, and 10 seconds ago)Fixed an issue where a player could monopolize the SSN operator forever.
Posted at Sun Jan 26 02:04:26 2014 UTC (11 years, 2 months, 23 days, 11 hours, 13 minutes, and 1 second ago)The PEER command is less privacy-violating.
Posted at Sun Jan 26 15:27:32 2014 UTC (11 years, 2 months, 22 days, 21 hours, 49 minutes, and 55 seconds ago)Players will no longer be nagged about support tickets that are too old for them to see, which should be a relief to a couple of you.
Posted at Mon Jan 27 01:18:36 2014 UTC (11 years, 2 months, 22 days, 11 hours, 58 minutes, and 51 seconds ago)Manual sector transitions should now show the same message as autovectoring.
Posted at Mon Jan 27 01:25:27 2014 UTC (11 years, 2 months, 22 days, 11 hours, and 52 minutes ago)A rather sweeping change with regards to ship sizes in docking bays!
Ships now posess a variable size based off of their class and model. Most ships are actually unaffected by this change with the exception of certain ships with uncharacteristically large storage capacities for their class, at which point they grow in size with varying efficiency. Transports are the most space efficient class, once you get beyond the initial overhead for the class itself. Shuttles are much less efficient with their cargo capacity, but have a smaller overhead.
League ships are a little bit more efficient at packing it all in than ships built by the other alliances.
More docking bay changes are coming soon!
Posted at Mon Jan 27 02:52:32 2014 UTC (11 years, 2 months, 22 days, 10 hours, 24 minutes, and 55 seconds ago)Rewrote HELP BASIC PROFILE to describe more of a step-by-step character concept process.
Rewrote the prompted profile system to align closely with this help file. Allowed all prompts to be multi-line.
Posted at Mon Jan 27 17:50:11 2014 UTC (11 years, 2 months, 21 days, 19 hours, 27 minutes, and 16 seconds ago)Prevented module transports from autovectoring with the bay door open.
Posted at Tue Jan 28 03:07:28 2014 UTC (11 years, 2 months, 21 days, 10 hours, 9 minutes, and 59 seconds ago)Changed disconnect messages to involve less collapsing when appropriate.
Posted at Tue Jan 28 15:52:02 2014 UTC (11 years, 2 months, 20 days, 21 hours, 25 minutes, and 25 seconds ago)Ship stores now accurately represent the amount of space that a vessel takes up in a docking bay.
Posted at Thu Jan 30 13:28:39 2014 UTC (11 years, 2 months, 18 days, 23 hours, 48 minutes, and 48 seconds ago)Ships with certain aftermarket combat additions no longer become mysteriously smaller for no discernable reason
Posted at Thu Jan 30 13:29:11 2014 UTC (11 years, 2 months, 18 days, 23 hours, 48 minutes, and 16 seconds ago)Fixed an issue where League and EAOS vessels appeared larger in the store info displays than they are in the metal.
Posted at Thu Jan 30 13:57:47 2014 UTC (11 years, 2 months, 18 days, 23 hours, 19 minutes, and 40 seconds ago)Photos are now hangable in the manner of posters and paintings.
Posted at Thu Jan 30 15:35:58 2014 UTC (11 years, 2 months, 18 days, 21 hours, 41 minutes, and 29 seconds ago)One of the most oft-searched-for help topics, sex, now finally has its very own help file.
Posted at Thu Jan 30 18:27:55 2014 UTC (11 years, 2 months, 18 days, 18 hours, 49 minutes, and 32 seconds ago)For similar reasons, HELP BABIES has also been added.
Posted at Thu Jan 30 18:28:53 2014 UTC (11 years, 2 months, 18 days, 18 hours, 48 minutes, and 34 seconds ago)Revamped modular starship docking bay size requirements. A base modular starship is slightly smaller than their class would indicate, but grow to a normal size with the addition of various ships.
Posted at Fri Jan 31 15:16:48 2014 UTC (11 years, 2 months, 17 days, 22 hours, and 39 seconds ago)Apartments will now evict when rent is three months overdue.
Posted at Fri Jan 31 18:37:29 2014 UTC (11 years, 2 months, 17 days, 18 hours, 39 minutes, and 58 seconds ago)Robots might no longer you around in mining sites.
Posted at Sat Feb 1 17:15:43 2014 UTC (11 years, 2 months, 16 days, 20 hours, 1 minute, and 44 seconds ago)Robots might no longer FOLLOW you around in mining sites.
Posted at Sat Feb 1 17:16:23 2014 UTC (11 years, 2 months, 16 days, 20 hours, 1 minute, and 4 seconds ago)Addressed an issue where players could contrive to have too many Tesla modules on a battlesuit.
Posted at Sat Feb 1 18:46:23 2014 UTC (11 years, 2 months, 16 days, 18 hours, 31 minutes, and 4 seconds ago)Minor skirmishes and sieges should pay out more consistently.
Posted at Tue Feb 4 17:05:18 2014 UTC (11 years, 2 months, 13 days, 20 hours, 12 minutes, and 9 seconds ago)Fixed an issue wherein rented lockers would swallow your clothing whole into the abyss
Posted at Wed Feb 5 09:30:06 2014 UTC (11 years, 2 months, 13 days, 3 hours, 47 minutes, and 21 seconds ago)Emptying a locker should now work closer to how one would expect.
Posted at Wed Feb 5 09:43:13 2014 UTC (11 years, 2 months, 13 days, 3 hours, 34 minutes, and 14 seconds ago)Spinward suits no longer show 'tier' information in info. They don't have tiers!
Posted at Wed Feb 5 18:16:27 2014 UTC (11 years, 2 months, 12 days, 19 hours, and 1 minute ago)Updated the Salvaging help file to explain grapples in greater detail.
Posted at Fri Feb 7 20:39:07 2014 UTC (11 years, 2 months, 10 days, 16 hours, 38 minutes, and 20 seconds ago)Fixed recent SSN weirdness.
Posted at Sun Feb 9 17:29:50 2014 UTC (11 years, 2 months, 8 days, 19 hours, 47 minutes, and 37 seconds ago)Traveling with the crest of a riftstorm should no longer be ridiculously spammy.
Posted at Sun Feb 9 17:42:47 2014 UTC (11 years, 2 months, 8 days, 19 hours, 34 minutes, and 40 seconds ago)Purged a bunch of old lockers. This will now occur daily!
Posted at Sun Feb 9 20:26:22 2014 UTC (11 years, 2 months, 8 days, 16 hours, 51 minutes, and 5 seconds ago)Retrievable quest objects that vanish without being picked up should now reappear on subsequent visits to the location.
Posted at Wed Feb 12 16:33:22 2014 UTC (11 years, 2 months, 5 days, 20 hours, 44 minutes, and 5 seconds ago)Added a Rescue Pods help file.
Posted at Fri Feb 14 16:51:05 2014 UTC (11 years, 2 months, 3 days, 20 hours, 26 minutes, and 22 seconds ago)We're going to get rid of the maximum point requirements on Accord space missions until we're ready to add new mission sets. This means players of any point level greater than 250 can find a mission there.
Posted at Mon Feb 17 17:11:56 2014 UTC (11 years, 2 months, 20 hours, 5 minutes, and 31 seconds ago)Landline phones have had protective safety cones installed.
Posted at Tue Mar 11 02:53:24 2014 UTC (11 years, 1 month, 10 days, 10 hours, 24 minutes, and 3 seconds ago)Changed a number of instances where the destinations of various things would default to Resistance Headquarters II; they will instead default to AFW Command.
Added AFW Command to rescue pod destinations and removed Resistance Headquarters II.
Added AFW Command to the destinations locatable via your keychain.
Posted at Wed Mar 12 18:33:58 2014 UTC (11 years, 1 month, 8 days, 18 hours, 43 minutes, and 29 seconds ago)Fixed an issue where enemy DoT effects could essentially remain forever somehow, preventing passive damage point regeneration.
Posted at Thu Mar 13 22:14:57 2014 UTC (11 years, 1 month, 7 days, 15 hours, 2 minutes, and 30 seconds ago)Airlocks now have an emergency cycling mode.
Posted at Wed Mar 19 01:09:43 2014 UTC (11 years, 1 month, 2 days, 12 hours, 7 minutes, and 44 seconds ago)You may now cycle a ship's airlock from the control room and exterior.
Posted at Wed Mar 19 01:11:33 2014 UTC (11 years, 1 month, 2 days, 12 hours, 5 minutes, and 54 seconds ago)Passing organization actions will now require a majority of active trustees, rather than all trustees.
Posted at Wed Mar 26 23:44:32 2014 UTC (11 years, 24 days, 13 hours, 32 minutes, and 55 seconds ago)Support tickets are now visible to players for two weeks after the last response instead of one week.
Posted at Wed Mar 26 23:49:25 2014 UTC (11 years, 24 days, 13 hours, 28 minutes, and 2 seconds ago)General sector communication now works properly in sectors with forward assault stations and suspiciously ambulatory bowls of fruit.\
Posted at Tue Apr 1 07:02:32 2014 UTC (11 years, 19 days, 6 hours, 14 minutes, and 55 seconds ago)Airfort ammunition purchasing has been disciplined and is now more helpful when asking questions.
Posted at Tue Apr 1 07:25:23 2014 UTC (11 years, 19 days, 5 hours, 52 minutes, and 4 seconds ago)Blast doors should no longer be ambulatory and evade incoming fire.
Posted at Mon Apr 7 04:00:34 2014 UTC (11 years, 13 days, 9 hours, 16 minutes, and 53 seconds ago)Fixed an exploit regarding the glyphmaker's grave's loot table.
Posted at Mon Apr 7 17:26:35 2014 UTC (11 years, 12 days, 19 hours, 50 minutes, and 52 seconds ago)Expired temporary stations should now hang around behind the scenes for longer if an op canister has been rented from them, preventing some ugly problems.
Posted at Mon Apr 7 19:20:04 2014 UTC (11 years, 12 days, 17 hours, 57 minutes, and 23 seconds ago)Relocated the quest activation in the "RATS Mother" dialogue so that you are not obligated to do the mission until you complete the entire dialogue chain.
Posted at Thu Apr 10 18:57:56 2014 UTC (11 years, 9 days, 18 hours, 19 minutes, and 31 seconds ago)Fixed a serious bug (which I imagine has already gone unreported several times) where players could be credited for killing the Beast when in fact they simply caused it to jump out by violating the mission conditions.
Posted at Thu Apr 10 18:59:31 2014 UTC (11 years, 9 days, 18 hours, 17 minutes, and 56 seconds ago)By request, future mining sites will now track the total metals stolen by poachers, and the metals gained from poacher wrecks. These aren't new mechanics, just information you didn't have before.
Posted at Thu Apr 10 19:21:38 2014 UTC (11 years, 9 days, 17 hours, 55 minutes, and 49 seconds ago)Did you know about the IGNORE command in starship control rooms? We apparently didn't. It's now been updated with the new space object types we've added since reopening.
Posted at Thu Apr 10 19:34:23 2014 UTC (11 years, 9 days, 17 hours, 43 minutes, and 4 seconds ago)Fixed a bug wherein players unlucky enough to have negative points would not qualify for any mission.
Posted at Mon Apr 14 17:46:52 2014 UTC (11 years, 5 days, 19 hours, 30 minutes, and 35 seconds ago)Entering a non-hostile airlock from a hostile exterior will now blow out the atmosphere within the airlock.
Posted at Mon Apr 14 18:05:32 2014 UTC (11 years, 5 days, 19 hours, 11 minutes, and 55 seconds ago)Tandem Pact ships now have a proper description.
Posted at Thu Apr 17 18:20:24 2014 UTC (11 years, 2 days, 18 hours, 57 minutes, and 3 seconds ago)AI ships will no longer generate multiple asteroids in a sector.
Posted at Thu Apr 17 18:53:26 2014 UTC (11 years, 2 days, 18 hours, 24 minutes, and 1 second ago)Players can no longer forever exceed their maximum battlesuit slots by being Ground Squad Leader one time. The excess suits should simply become unavailable to the SWITCH command. Please report any issues you find with this new limitation.
Posted at Thu Apr 17 23:36:45 2014 UTC (11 years, 2 days, 13 hours, 40 minutes, and 42 seconds ago)Policy 13: Intellectual Property has now gained a section entitled Creative Works, covering books, films, broadcasts, and other works created by players within the game. This makes clear our stance on copyright from a legal perspective, and also states what we can accept as a creative work within the game. This is fairly standard policy and should not be much of a surprise to anyone, though it may require some changes from a couple of authors. If so, we'll allow a reasonable time to adjust. Let us know via support ticket if you have any questions.
Posted at Sat Apr 19 19:55:40 2014 UTC (11 years, 17 hours, 21 minutes, and 47 seconds ago)A SELL command has been added to battlesuit outfitters to enable you to sell off unwanted suits. Your currently active suit cannot be sold. Any minimods will be moved to your currently active suit, and any Tesla modules will be automatically deposited at Teslatown.
The SWITCH command will now instruct you to sell off some suits if you have gone over your maximum number of stored suits.
Players are now granted an additional stored suit slot for each "advanced" suit that they have unlocked.
Players can now have a maximum of ten stored suit slots at any time regardless of the circumstances.
Posted at Thu Apr 24 19:01:51 2014 UTC (10 years, 11 months, 26 days, 18 hours, 15 minutes, and 36 seconds ago)Battlesuit information from the INFO command has been split off into SUITINFO.
Posted at Thu Apr 24 19:13:30 2014 UTC (10 years, 11 months, 26 days, 18 hours, 3 minutes, and 57 seconds ago)New characters are now told during character creation how many times their chosen first and last names have been used for existing characters.
Posted at Thu Apr 24 21:39:25 2014 UTC (10 years, 11 months, 26 days, 15 hours, 38 minutes, and 2 seconds ago)Fixed a long-unreported issue that could result in undeserved success on a beacon drop.
Posted at Sun Apr 27 07:31:26 2014 UTC (10 years, 11 months, 24 days, 5 hours, 46 minutes, and 1 second ago)Siege games should now finish properly.
Posted at Sun Apr 27 17:45:23 2014 UTC (10 years, 11 months, 23 days, 19 hours, 32 minutes, and 4 seconds ago)Phones will now display missed calls when the caller cancels dialing.
Posted at Sun Apr 27 17:49:24 2014 UTC (10 years, 11 months, 23 days, 19 hours, 28 minutes, and 3 seconds ago)The support system now provides the option of reviewing your ticket before sending it.
Posted at Sun Apr 27 17:54:12 2014 UTC (10 years, 11 months, 23 days, 19 hours, 23 minutes, and 15 seconds ago)Fixed a stuck player issue which, I believe, related to ground missions which are assigned, begun, and then, for whatever reason, not resumed for two weeks or more. Or this may not be the issue. It's hard to say, since the people who do this seem to be the same people who prefer to stumble into the same problem over and over rather than reporting any information about what they're trying to do. But something is definitely more fixed than it was before, that much is certain.
Posted at Tue Apr 29 04:14:21 2014 UTC (10 years, 11 months, 22 days, 9 hours, 3 minutes, and 6 seconds ago)Ever wonder how weird it was that you could shove 20 people into a fighter without a care in the world? We thought so too!
Introducing life support overextension! Larger ships have more robust life support systems, especially for longer journeys! Warships will safely accomodate their crew, and a non-warship with living quarters will safely accomodate about twice the number of crew as quarters. An overextended life support system will, among other things, draw more power than their counterparts working within normal parameters.
Don't forget to account for felo!
Posted at Fri May 2 00:55:15 2014 UTC (10 years, 11 months, 19 days, 12 hours, 22 minutes, and 12 seconds ago)People in the control room should now be able to talk to spacesuits tuned to ship. Either that or talking in a control room is broken forever.
Posted at Sun May 4 01:40:05 2014 UTC (10 years, 11 months, 17 days, 11 hours, 37 minutes, and 22 seconds ago)Vending machine charge use has been reduced from 30 seconds to 5, out of a desperate need to encourage players not to buy literally hundreds of food objects for one expedition.
Posted at Sun May 4 17:27:53 2014 UTC (10 years, 11 months, 16 days, 19 hours, 49 minutes, and 34 seconds ago)Smoking aboard a ship will now put extra strain on the life support system for a few moments.
Posted at Sun May 4 23:56:08 2014 UTC (10 years, 11 months, 16 days, 13 hours, 21 minutes, and 19 seconds ago)Suit radio connectivity may be improved.
Posted at Thu May 8 15:49:23 2014 UTC (10 years, 11 months, 12 days, 21 hours, 28 minutes, and 4 seconds ago)Sample containers can now be filled with water where one might expect to be able to.
Posted at Thu May 8 23:44:47 2014 UTC (10 years, 11 months, 12 days, 13 hours, 32 minutes, and 40 seconds ago)The sensor range of ships within a riftstorm will now be impaired based off of the intensity of the aforementioned gale.
Posted at Tue May 13 21:37:31 2014 UTC (10 years, 11 months, 7 days, 15 hours, 39 minutes, and 56 seconds ago)Standardized player movement for going in and out of apartments, which should solve issues of following objects not following.
Posted at Fri May 16 03:52:57 2014 UTC (10 years, 11 months, 5 days, 9 hours, 24 minutes, and 30 seconds ago)Posters forcibly packed up from abandoned apartments will now appear properly inside their containers. They were there the whole time, just invisible!
Posted at Fri May 16 19:11:33 2014 UTC (10 years, 11 months, 4 days, 18 hours, 5 minutes, and 54 seconds ago)Fixed an issue where players could retain access to a trustee office after being demoted or switching organizations.
Posted at Sun May 18 00:53:36 2014 UTC (10 years, 11 months, 3 days, 12 hours, 23 minutes, and 51 seconds ago)Implemented a number of "popular demand" cosmetic-type features all at once in an attempt to BLOW YOUR MINDS:
Quick physical descriptions are now rate-limited to a maximum of two per minute.
"Extra" wearable items like backpacks and phones will be temporarily, automatically concealed when the character is naked or down to underwear.
The DRESS command now accompanies UNDRESS and will attempt to put on all wearable items in the room that you were last in possession of.
Posted at Sun May 18 20:05:39 2014 UTC (10 years, 11 months, 2 days, 17 hours, 11 minutes, and 48 seconds ago)Improved battery longevity bonus to the High-Capacity Low-Output Energy Storage System.
Posted at Mon May 19 18:21:35 2014 UTC (10 years, 11 months, 1 day, 18 hours, 55 minutes, and 52 seconds ago)Cadet buoys and RATS cores now have an expiration date. Be sure to consume them before they lose their freshness!
Posted at Tue May 20 05:00:01 2014 UTC (10 years, 11 months, 1 day, 8 hours, 17 minutes, and 26 seconds ago)Asteroid anchors and lines will now correct any issues they may have (i.e., acting like they're already in use) when picked up or removed from their container.
Posted at Sat May 24 19:15:52 2014 UTC (10 years, 10 months, 25 days, 18 hours, 1 minute, and 35 seconds ago)Aquarium critters will no longer starve after server downtime or during loss of connectivity.
Posted at Sat May 24 19:22:28 2014 UTC (10 years, 10 months, 25 days, 17 hours, 54 minutes, and 59 seconds ago)By popular demand, pierced nipples are now shown off in the FLASH command.
Posted at Sat May 24 19:35:14 2014 UTC (10 years, 10 months, 25 days, 17 hours, 42 minutes, and 13 seconds ago)Fixed an issue with the shipboard riftflow forecaster.
Posted at Tue May 27 19:36:15 2014 UTC (10 years, 10 months, 22 days, 17 hours, 41 minutes, and 12 seconds ago)A source of random and significant lag has likely been fixed! Good for us!
Posted at Thu May 29 06:15:55 2014 UTC (10 years, 10 months, 21 days, 7 hours, 1 minute, and 32 seconds ago)Books have been updated to consume less space! Please let us know if they act strangely.
Posted at Thu May 29 06:54:42 2014 UTC (10 years, 10 months, 21 days, 6 hours, 22 minutes, and 45 seconds ago)Bonuses to combat energy grid recharge rate should now be properly denoted in engineering status.
Posted at Thu May 29 21:39:33 2014 UTC (10 years, 10 months, 20 days, 15 hours, 37 minutes, and 54 seconds ago)Vague stats regarding rift sensors and main batteries are now revealed.
Posted at Thu May 29 22:16:25 2014 UTC (10 years, 10 months, 20 days, 15 hours, 1 minute, and 2 seconds ago)Fixed a display error relating to maximum charge bonuses.
Posted at Fri May 30 14:21:24 2014 UTC (10 years, 10 months, 19 days, 22 hours, 56 minutes, and 3 seconds ago)Added the ability to neuter cuttings, rendering them incapable of reproduction but still usable on a ship. This means you can sell cuttings for individual use while ensuring that the buyer cannot begin growing a supply on their own.
Posted at Fri May 30 14:39:46 2014 UTC (10 years, 10 months, 19 days, 22 hours, 37 minutes, and 41 seconds ago)Rescue pod autopilot can now use jump gates in a simple fashion, though without any real attempt at pathfinding.
Posted at Sun Jun 1 17:01:24 2014 UTC (10 years, 10 months, 17 days, 20 hours, 16 minutes, and 3 seconds ago)Suit radios have been tweaked. They may work better or not at all or perhaps cause cancer. Get yourself checked, folks! Early prevention saves lives.
Posted at Mon Jun 2 18:17:31 2014 UTC (10 years, 10 months, 16 days, 18 hours, 59 minutes, and 56 seconds ago)Charge boosters can now be used if the ship does not have enough charge to do a wormhole jump, as opposed to being fully uncharged.
Charge boosters no longer magically restore atmosphere to the ship.
Posted at Tue Jun 3 21:09:33 2014 UTC (10 years, 10 months, 15 days, 16 hours, 7 minutes, and 54 seconds ago)Fixed a ground mission exploit where any enemy, including difficult bosses, could be one-shot by anti-vehicular weapons.
Posted at Thu Jun 5 18:10:35 2014 UTC (10 years, 10 months, 13 days, 19 hours, 6 minutes, and 52 seconds ago)Fixed a ground mission exploit where a group could force a ground mission to have an easier difficulty than intended.
Posted at Thu Jun 5 18:42:14 2014 UTC (10 years, 10 months, 13 days, 18 hours, 35 minutes, and 13 seconds ago)Courier company payouts will now occur at midnight Friday instead of some random time during the day.
Posted at Fri Jun 6 04:04:06 2014 UTC (10 years, 10 months, 13 days, 9 hours, 13 minutes, and 21 seconds ago)Demolition charges should be working as before.
Posted at Sat Jun 7 19:01:32 2014 UTC (10 years, 10 months, 11 days, 18 hours, 15 minutes, and 55 seconds ago)Fixed an issue with multi-hit weapons doing full damage regardless of the number of shots that hit.
Posted at Sun Jun 15 03:23:08 2014 UTC (10 years, 10 months, 4 days, 9 hours, 54 minutes, and 19 seconds ago)Fixed an issue where upgrading your weapons could sometimes prove to be a downgrade on certain targets.
Posted at Sun Jun 15 03:23:35 2014 UTC (10 years, 10 months, 4 days, 9 hours, 53 minutes, and 52 seconds ago)Added the SHIPCLASSES command. It is similar to the SHIPS command but shows ship classes or models instead of coordinates. It can be shortened to SHIPC.
Posted at Tue Jun 24 20:29:50 2014 UTC (10 years, 9 months, 25 days, 16 hours, 47 minutes, and 37 seconds ago)Fixed payphones.
Posted at Thu Jun 26 04:43:28 2014 UTC (10 years, 9 months, 24 days, 8 hours, 33 minutes, and 59 seconds ago)Scooped fish can no longer be deposited in waterless tanks.
New fish arriving in an empty but long-unfed tank will no longer starve immediately.
Posted at Mon Jun 30 18:46:31 2014 UTC (10 years, 9 months, 19 days, 18 hours, 30 minutes, and 56 seconds ago)Fixed an issue that allowed players to remove invisible items from containers, such as eggs newly generated by breeding fish but not yet actually "laid" as far as the game is concerned.
Posted at Mon Jun 30 22:07:41 2014 UTC (10 years, 9 months, 19 days, 15 hours, 9 minutes, and 46 seconds ago)Added a FLUSH command to aquarium creature corpses to allow for the traditional method of aquatic burial.
Posted at Tue Jul 1 18:28:32 2014 UTC (10 years, 9 months, 18 days, 18 hours, 48 minutes, and 55 seconds ago)Robots can now be taught to feed fish, though only aboard a starship.
When a robot knows both how to do feed fish and feed felo, it will now also have a "caretake" command, which will make the robot automatically feed fish and felo once a day for up to 30 days. Do note that this is meant to facilitate trips out of communications range or temporary absences from the game, not to perpetuate populations of artificial life for inactive players long term.
Any other voice command will cancel the caretaking.
Posted at Sat Jul 5 19:09:24 2014 UTC (10 years, 9 months, 14 days, 18 hours, 8 minutes, and 3 seconds ago)Possibly fixed some issues with aquarium populations and overcrowdedness.
Posted at Sat Jul 5 21:41:21 2014 UTC (10 years, 9 months, 14 days, 15 hours, 36 minutes, and 6 seconds ago)Certain special enemies will now react with increased speed if the player fighting them should set off any possible scripting alerts.
Posted at Sun Jul 6 16:36:08 2014 UTC (10 years, 9 months, 13 days, 20 hours, 41 minutes, and 19 seconds ago)Modified the Low-Level Rift Notification Override upgrade that calls out locations of interest on non-exploration ships. Ships with exploration-grade sensors remain unchanged.
Posted at Mon Jul 7 20:11:43 2014 UTC (10 years, 9 months, 12 days, 17 hours, 5 minutes, and 44 seconds ago)Emotes on the communicator will no longer lose quotation marks.
Newbie channel transmissions ought to be sendable and receivable while out of comms now.
And the best, most popular change of all: Subvocal mics no longer have any effect and are no longer available, at least until we can come up with some use for them. Also, speaking into a communicator now produces the text for people in the room who are not tuned into that channel. This will soon be compatible with phones and suit radios as well!
Posted at Wed Jul 9 15:18:23 2014 UTC (10 years, 9 months, 10 days, 21 hours, 59 minutes, and 4 seconds ago)Noticed that suit radios were also left out of sayto, and both suit radios and phones were left out of the YELL command. This is now fixed!
Posted at Wed Jul 9 15:36:42 2014 UTC (10 years, 9 months, 10 days, 21 hours, 40 minutes, and 45 seconds ago)We have added a SPELLCHECK command! This is really just suggestions from a search engine rather than a proper spellcheck, so it's probably far from perfect, but perhaps better than nothing!
Posted at Thu Jul 10 04:02:20 2014 UTC (10 years, 9 months, 10 days, 9 hours, 15 minutes, and 7 seconds ago)In certain places where it may seem sensical to be able to trade crafted items for exotic currency, it is now possible to do so! Sometimes.
Posted at Thu Jul 10 19:56:15 2014 UTC (10 years, 9 months, 9 days, 17 hours, 21 minutes, and 12 seconds ago)Added a maximum item limit to coolers and refrigerators, because as little as people seem to want to believe it, database bloat really is a serious problem.
Posted at Sun Jul 13 19:20:33 2014 UTC (10 years, 9 months, 6 days, 17 hours, 56 minutes, and 54 seconds ago)Updated the mail-sending code!
It should now actually work for 99% of cases, instead of being incredibly hit or miss!
Go crazy and verify your account! Get regular status updates! Subscribe to various mailing list subscriptions! Subscribe to events! Send yourself a test email! Change your email address to one that you actually use instead of the one that you had ten years ago!
Woo. Woo! WOO!
Posted at Tue Jul 15 01:03:01 2014 UTC (10 years, 9 months, 5 days, 12 hours, 14 minutes, and 26 seconds ago)Mailing list emails are now only sent out to verified accounts.
Posted at Tue Jul 15 02:43:31 2014 UTC (10 years, 9 months, 5 days, 10 hours, 33 minutes, and 56 seconds ago)Fixed a bug wherein tugboats were potentially overvalued, allowing for infinite money generation.
Posted at Tue Jul 15 05:17:41 2014 UTC (10 years, 9 months, 5 days, 7 hours, 59 minutes, and 47 seconds ago)Fixed a bug wherein tugboats would potentially have improper stats for their various upgrades. Don't ask how this was even a thing.
Posted at Tue Jul 15 05:18:11 2014 UTC (10 years, 9 months, 5 days, 7 hours, 59 minutes, and 17 seconds ago)Made the warning for unverified accounts (with approved profiles) a bit clearer as to what's requested of the player. Namely, it won't say anything about profiles.
Posted at Tue Jul 15 05:35:28 2014 UTC (10 years, 9 months, 5 days, 7 hours, and 42 minutes ago)The message about the Space Vermin Patrol missions doesn't seem to always get out to new players, so they are now sent letters of introduction on their second day of play if they have not yet visited.
Posted at Wed Jul 16 05:15:07 2014 UTC (10 years, 9 months, 4 days, 8 hours, 2 minutes, and 21 seconds ago)Added a support mailing list! Get an email sent directly to your cybermail incoming box the second a support response comes in and you're not around! It's the future of antiquated methods of communication! Sign up now with @EMAIL!
Posted at Thu Jul 17 23:20:41 2014 UTC (10 years, 9 months, 2 days, 13 hours, 56 minutes, and 47 seconds ago)Updated the ROLEPLAYING help file with some new sections about some things we have seen occurring lately, both positive and negative.
- A new section about the dangers of being too close to your character and compartmentalizing your roleplaying, partly summarizing past roleplaying diatribes.
- A new section about considering the implications of your character's remarks.
- A new section encouraging players to enrich their characters by asking us for obscure theme information that we would otherwise probably never think about.
- Several minor edits and additions.
Overall, this file has become a rather complete description of our views on roleplaying best practices, and is important to read if you're serious about roleplaying!
Posted at Sat Jul 19 19:50:33 2014 UTC (10 years, 9 months, 17 hours, 26 minutes, and 55 seconds ago)Fixed fish/toy interactions, which were broken by one Lindsey Xavier Gaiman.
Posted at Thu Jul 24 05:08:44 2014 UTC (10 years, 8 months, 27 days, 8 hours, 8 minutes, and 44 seconds ago)Made a few changes to ground combat to prevent possible exploits.
Enemies who are stunned or interrupted too often may begin to resist those effects.
Enemies who are knocked out will resist being knocked out again.
Posted at Sat Jul 26 18:57:53 2014 UTC (10 years, 8 months, 24 days, 18 hours, 19 minutes, and 35 seconds ago)Altered hair and beard growth to occur whether or not the player is connected, unless the player has been inactive for several days. This should make growth rates make more sense in general, and appear less random and unpredictable.
With this new consistent timescale, growth times have been greatly lengthened overall. This should result in less frequent shaving and more time spent at your desired beard and hair length.
Posted at Sat Jul 26 20:30:56 2014 UTC (10 years, 8 months, 24 days, 16 hours, 46 minutes, and 32 seconds ago)The quest for the RATS battlesuit can now be abandoned by talking to the questgiver NPC again.
Posted at Mon Jul 28 22:19:24 2014 UTC (10 years, 8 months, 22 days, 14 hours, 58 minutes, and 4 seconds ago)Space Defense Captain terminals now report if there are sectors of concern to your alliance under siege
Posted at Tue Jul 29 06:39:08 2014 UTC (10 years, 8 months, 22 days, 6 hours, 38 minutes, and 20 seconds ago)Split the old Communications help file into separate files under a new Communications category, and updated a few of the sections.
Renamed the Emoting help file to Advanced Emoting.
Added help files for OOCSAY and THINK, both of which may be good reads, as these commands are very frequently misused.
Posted at Tue Jul 29 18:10:16 2014 UTC (10 years, 8 months, 21 days, 19 hours, 7 minutes, and 12 seconds ago)Small correction: It's the "Communication" category.
Posted at Tue Jul 29 18:11:19 2014 UTC (10 years, 8 months, 21 days, 19 hours, 6 minutes, and 9 seconds ago)Fixed a bug wherein one could dial a phone's number on that phone, resulting in a situation with an unanswerable yet extremely noisy phone.
Posted at Thu Jul 31 07:50:35 2014 UTC (10 years, 8 months, 20 days, 5 hours, 26 minutes, and 53 seconds ago)Fixed an issue where artifact generation would not occur when the character was assigned a certain type of exploration mission, which nobody actually reported until a player told another player via an IC communicator channel. Two things: 1) Bugs are OOC. 2) Other players can't fix them. Report them to the staff.
Posted at Fri Aug 1 06:25:41 2014 UTC (10 years, 8 months, 19 days, 6 hours, 51 minutes, and 47 seconds ago)A common source of confusion for new players is that the command to land or dock somewhere is MOVE followed by choosing it from a list. As a solution, we have added LAND and DOCK commands. Typing either in the vicinity of a planet or a space station will let you land or dock there. This command will not currently work with temporary stations, space markets, and other non-standard structures.
Posted at Sat Aug 2 18:19:37 2014 UTC (10 years, 8 months, 17 days, 18 hours, 57 minutes, and 51 seconds ago)Rebalanced Teslaworld a bit.
- Maximum teslabucks exchanged per Conquest has been brought down to earth and given a more steady progression.
- The above also affects individual site values, but this has been adjusted as well, separately, to be a bit higher than it would be otherwise.
- Enemy combatants will show up sooner.
Let us know if you notice anything strange.
Posted at Sat Aug 2 20:17:17 2014 UTC (10 years, 8 months, 17 days, 17 hours, and 11 seconds ago)Increased aggressiveness of pruning for alliance debate boards.
Posted at Mon Aug 4 02:28:47 2014 UTC (10 years, 8 months, 16 days, 10 hours, 48 minutes, and 41 seconds ago)Fixed display issues with unauthorized (over-cap) combat scores.
Posted at Mon Aug 4 05:42:20 2014 UTC (10 years, 8 months, 16 days, 7 hours, 35 minutes, and 8 seconds ago)People who have failed the space combat quest from the cadet orientation NPC are no longer doomed to only see single probes in their adventures through the vast unknown.
Posted at Tue Aug 5 22:35:01 2014 UTC (10 years, 8 months, 14 days, 14 hours, 42 minutes, and 27 seconds ago)Courier ships and other things with no existing title may now be purged by anyone.
Posted at Thu Aug 7 11:56:06 2014 UTC (10 years, 8 months, 13 days, 1 hour, 21 minutes, and 22 seconds ago)Robots now only look for food for things they think could live on your ship.
Posted at Thu Aug 7 15:04:23 2014 UTC (10 years, 8 months, 12 days, 22 hours, 13 minutes, and 5 seconds ago)Fixed an issue that caused hyperwave broadcasters to frequently throw errors, given a certain configuration.
Posted at Fri Aug 8 06:28:01 2014 UTC (10 years, 8 months, 12 days, 6 hours, 49 minutes, and 27 seconds ago)Fixed the points command to reflect having points over the cap! It now properly reflects mechanics, instead of giving a bunk number.
Posted at Fri Aug 8 08:42:19 2014 UTC (10 years, 8 months, 12 days, 4 hours, 35 minutes, and 9 seconds ago)Aggregate score should now be somewhat more accurate.
Posted at Fri Aug 8 08:44:06 2014 UTC (10 years, 8 months, 12 days, 4 hours, 33 minutes, and 22 seconds ago)Ground combat and exploration point clamping should now work properly.
Posted at Fri Aug 8 08:49:14 2014 UTC (10 years, 8 months, 12 days, 4 hours, 28 minutes, and 14 seconds ago)The points command will now properly alert the player that exploration point caps only raise after 300 industry points if they are already at their exploration point cap.
Posted at Fri Aug 8 08:53:26 2014 UTC (10 years, 8 months, 12 days, 4 hours, 24 minutes, and 2 seconds ago)Point clamping should now properly take referrals into account!
Posted at Fri Aug 8 09:20:46 2014 UTC (10 years, 8 months, 12 days, 3 hours, 56 minutes, and 42 seconds ago)Resolved an issue that caused the industry point cap to be different than intended by not properly counting ground combat points.
Posted at Fri Aug 8 20:20:00 2014 UTC (10 years, 8 months, 11 days, 16 hours, 57 minutes, and 28 seconds ago)Fixed various annoyances with docking a ship via the DOCK command on a landing pad or docking bay, so that it should no longer attempt to seek permission from dozing players, or, in fact, from anyone, if you have a key yourself.
Fixed a bug which has possibly existed for 16 years in a few lines of code that attempt to find the least idle player in a ship's control room, which probably caused some of these annoyances.
Please report any unusual results.
Posted at Sat Aug 9 03:58:53 2014 UTC (10 years, 8 months, 11 days, 9 hours, 18 minutes, and 35 seconds ago)Changed rather a lot of code involving the out of comms status. Report any weirdness.
Posted at Sat Aug 9 21:49:10 2014 UTC (10 years, 8 months, 10 days, 15 hours, 28 minutes, and 18 seconds ago)Battlesuits out of comms or in communications-jammed areas (such as the megapod) should no longer act like they are in comms.
Posted at Sat Aug 9 21:49:26 2014 UTC (10 years, 8 months, 10 days, 15 hours, 28 minutes, and 2 seconds ago)Tents, portable showers, and other portable erectable room-containing things should no longer contain rooms that are mysteriously in or outside of communications range despite the ship being out or inside of communications range.
Posted at Sat Aug 9 21:50:42 2014 UTC (10 years, 8 months, 10 days, 15 hours, 26 minutes, and 46 seconds ago)The TEXTMAP command should no longer double back on itself, making itself somewhat to far more useful!
Posted at Sat Aug 9 22:07:04 2014 UTC (10 years, 8 months, 10 days, 15 hours, 10 minutes, and 24 seconds ago)Who lists out of comms and outside of ships and battlesuits might list the people around you now. Or it might not. Who knows!
Posted at Sun Aug 10 17:29:08 2014 UTC (10 years, 8 months, 9 days, 19 hours, 48 minutes, and 20 seconds ago)There is now an option to hire nobody at the belt management station hiring menu.
Posted at Mon Aug 11 12:06:42 2014 UTC (10 years, 8 months, 9 days, 1 hour, 10 minutes, and 46 seconds ago)Removed references related to emailing the unmonitored webmaster@squidsoft.net account from the squidsoft.net account portal.
Posted at Tue Aug 12 19:53:46 2014 UTC (10 years, 8 months, 7 days, 17 hours, 23 minutes, and 42 seconds ago)Revamped starchart figuring speed!
- There are now multiple tiers of starchart proficiency beyond sensors/stars.
- Mutuality charters can always chart via the stars.
- Charting via the stars is slower than sensor charting except at higher levels of proficiency.
- Mutuality charters are always at least as fast as a reg charter, given the same equipment, though they're generally slightly faster.
- Assigned levels of proficiency for all users based largely off of prior achievements.
Posted at Wed Aug 13 07:06:17 2014 UTC (10 years, 8 months, 7 days, 6 hours, 11 minutes, and 11 seconds ago)Added regional starchart notation style variations.
WHAT THIS MEANS FOR YOU:
- A starchart user can use charts in their own notation style at their native proficiency.
- Anything else generally suffers a malus, from mild to severe, especially based off of the degree of variation from the annotation style, with more isolated styles being mutually more difficult to read.
- At low proficiencies, this means that a starchart can be unusable if its notation style is different enough.
Posted at Wed Aug 13 08:21:51 2014 UTC (10 years, 8 months, 7 days, 4 hours, 55 minutes, and 37 seconds ago)Your skill level with starcharts as well as your 'native' style of starchart notation is now listed in INFO.
Posted at Wed Aug 13 19:01:01 2014 UTC (10 years, 8 months, 6 days, 18 hours, 16 minutes, and 27 seconds ago)Player sides are no longer immediately visible.
Posted at Wed Aug 13 19:18:33 2014 UTC (10 years, 8 months, 6 days, 17 hours, 58 minutes, and 55 seconds ago)Mutuality pilots at 'advanced training' now chart via sensors slightly faster.
Posted at Wed Aug 13 19:43:18 2014 UTC (10 years, 8 months, 6 days, 17 hours, 34 minutes, and 10 seconds ago)Added a general-options option to always use star-figuring over sensor-figuring when possible, even if it's slower than sensor figuring.
Posted at Thu Aug 14 00:24:48 2014 UTC (10 years, 8 months, 6 days, 12 hours, 52 minutes, and 40 seconds ago)Starship stores will now include the starship's model in the final confirmation to buy.
Posted at Thu Aug 14 06:47:28 2014 UTC (10 years, 8 months, 6 days, 6 hours, and 30 minutes ago)Added information under HELP SAY COMMAND about the support for emoticons we've always had but has been rarely used.
Posted at Thu Aug 14 18:41:06 2014 UTC (10 years, 8 months, 5 days, 18 hours, 36 minutes, and 22 seconds ago)Ships may now be tugged without asking permission if the pilot is sufficiently idle.
Posted at Sat Aug 16 05:16:41 2014 UTC (10 years, 8 months, 4 days, 8 hours, and 47 seconds ago)Airlocks have been altered. If you get stuck in one please let us know.
Posted at Sat Aug 16 07:18:30 2014 UTC (10 years, 8 months, 4 days, 5 hours, 58 minutes, and 58 seconds ago)Many of the commands in starship control rooms are being worked on. If the messages they give out appear wrong please let us know!
Posted at Sat Aug 16 07:19:01 2014 UTC (10 years, 8 months, 4 days, 5 hours, 58 minutes, and 27 seconds ago)NPCs now dislike being assaulted more than ever before!
Posted at Sat Aug 16 16:49:53 2014 UTC (10 years, 8 months, 3 days, 20 hours, 27 minutes, and 35 seconds ago)The Torus xenology center now provides ready room supplies! And pork products! Bathe in their scents and convenience.
Posted at Sun Aug 17 07:54:16 2014 UTC (10 years, 8 months, 3 days, 5 hours, 23 minutes, and 12 seconds ago)Mutuality pilots have been waiting over five long years for this one...
Starship transformation stores (i.e. ship hybridization stores) now have menus.
Posted at Sun Aug 17 15:07:17 2014 UTC (10 years, 8 months, 2 days, 22 hours, 10 minutes, and 11 seconds ago)Added riftstorm quelling capabilities to the HAARP.
Posted at Sun Aug 17 16:19:50 2014 UTC (10 years, 8 months, 2 days, 20 hours, 57 minutes, and 38 seconds ago)HELP EXPLORATION has been written, describing the often nebulous concepts of explorer characters and new discoveries.
Posted at Sun Aug 17 19:22:43 2014 UTC (10 years, 8 months, 2 days, 17 hours, 54 minutes, and 45 seconds ago)Adjusted asteroid cluster value multipliers to remain in line with the "farther = better" rule intended for deep space exploration. Please report any existing locations that seem to be paying out more than they should, or instances of, for example, asteroid clusters in communications range paying just as well as clusters outside of it.
Posted at Wed Aug 20 17:19:29 2014 UTC (10 years, 7 months, 29 days, 19 hours, 57 minutes, and 59 seconds ago)Made a few adjustments to skill for non-Mutuality starchart skill.
- Non-Mutuality players may now have "passing familiarity" with a type of starchart, like a Mutuality player.
- Non-Mutuality players may begin to chart via the stars much earlier.
Posted at Wed Aug 20 18:37:22 2014 UTC (10 years, 7 months, 29 days, 18 hours, 40 minutes, and 6 seconds ago)Looking at a starchart in a different style of notation to the one that you're formally trained in will provide a line indicating its difficulty, as long as you have enough skill and training in starcharts to overcome the added challenge in deciphering that style of notation.
Posted at Wed Aug 20 18:58:42 2014 UTC (10 years, 7 months, 29 days, 18 hours, 18 minutes, and 46 seconds ago)Fixed an issue where eggs could sink to the bottom of tanks with a strange, regular rapidity.
Posted at Wed Aug 20 19:34:48 2014 UTC (10 years, 7 months, 29 days, 17 hours, 42 minutes, and 40 seconds ago)Special application sides such as the Mutuality now require host preapproval.
Preapproval is obtained after filing a support request with the staff. A preapproval is more likely to be given if:
- The account is in good standing.
- The player has a long history of playing characters within theme.
- The player's current and previous characters possess a rich RP-heavy history during their time played.
- The player has a compelling character concept that remains thematic.
Posted at Thu Aug 21 05:01:16 2014 UTC (10 years, 7 months, 29 days, 8 hours, 16 minutes, and 12 seconds ago)Added a few more adorable widdle accessories to the felo clothing store. This is really happening.
Posted at Sat Aug 23 03:58:45 2014 UTC (10 years, 7 months, 27 days, 9 hours, 18 minutes, and 43 seconds ago)Secure xenology containers now contain less tracebacks!
Posted at Sat Aug 23 15:57:27 2014 UTC (10 years, 7 months, 26 days, 21 hours, 20 minutes, and 1 second ago)Being a rogue or member of the 13th fleet now reflects in your starship rights in INFO.
Posted at Sat Aug 23 18:01:27 2014 UTC (10 years, 7 months, 26 days, 19 hours, 16 minutes, and 1 second ago)Possibly fixed a bug where players could sample their own blood and such while in a spacesuit. Remember, if you find that you're doing something that makes absolutely no sense, send a report!
Posted at Sat Aug 23 18:51:55 2014 UTC (10 years, 7 months, 26 days, 18 hours, 25 minutes, and 33 seconds ago)Migrated to a new system for player text. Largely, this affects the language system!
- Many things such as hyperteas, prison visitation lobbies, phones, spacesuit radios, sayto, and communicators now obey language settings.
- Many things still do not obey language settings, but will probably support them some time between a week from now and ten years from now.
As always, especially with hefty changes like this, report any weirdness that you may come across.
Posted at Sun Aug 24 07:26:04 2014 UTC (10 years, 7 months, 26 days, 5 hours, 51 minutes, and 24 seconds ago)Internal PAs now utilize the language system.
Posted at Tue Aug 26 05:35:45 2014 UTC (10 years, 7 months, 24 days, 7 hours, 41 minutes, and 43 seconds ago)You can now ~ to your heart's content once more. Sorry for any inconvenience to the whimsical members of our playerbase~
Posted at Tue Aug 26 18:54:57 2014 UTC (10 years, 7 months, 23 days, 18 hours, 22 minutes, and 31 seconds ago)Fixed numerous issues relating to wasp control, particularly target tracking and difficulty moving on the Z axis.
Filtered out certain types of messages which occur for the mothership while controlling a wasp: target tracking information, ship movement, weapons firing, and weapon hits. Please let us know if we missed anything, or if any other messages are excessively confusing.
Improved hit tracking, or at least attempted to. Successful hits performed with a wasp should count as though you were gunning on the mothership in a normal fashion. Please send a report if this does not appear to be working correctly.
Posted at Wed Aug 27 03:23:24 2014 UTC (10 years, 7 months, 23 days, 9 hours, 54 minutes, and 4 seconds ago)Added HELP HATS to describe the many benefits of hats.
Posted at Wed Aug 27 05:32:41 2014 UTC (10 years, 7 months, 23 days, 7 hours, 44 minutes, and 47 seconds ago)Probably fixed the issue that was causing more enemies to be summoned by launched wasps on beacon drops.
Posted at Wed Aug 27 18:16:31 2014 UTC (10 years, 7 months, 22 days, 19 hours, and 57 seconds ago)Market bookstores should now be smarter about detecting when players are updating a previous edition rather than publishing an entirely new book, though this will also continue to work correctly if players simply refrain from unlisting books prior to selling a new copy with "Second Edition" or some such in the title. Simply sell the updated book with the previous edition still listed for sale.
Posted at Wed Aug 27 21:30:44 2014 UTC (10 years, 7 months, 22 days, 15 hours, 46 minutes, and 44 seconds ago)The old bookstores found in capital spaceports which sold books last updated over a decade ago are no more! Instead these bookstores will now sell a staff-approved selection of helpful and important books from the space market, including some out-of-print ones.
If a book was out-of-print, we looked at how helpful it was to new players or whether it was the only book of its kind. Generally, we would prefer to list current books by active players. If a book of yours was not listed, do not despair! We simply felt it was not strictly useful for day one players and we did not wish to overwhelm them with choices.
We encourage players to continue to write good, in-character guides for newer players, and you should also feel free to update and replace any of the old, out-of-print books currently listed. Just nudge us with a support ticket when your book is published.
Remember that books should not publish specific strategies -- you can publish a guide to asteroid mining, but you cannot publish a list of exactly where to place every building. You can publish hints about trading, but you cannot publish a list of what every trade center buys and sells. If you're not sure if your book is appropriate, send a support ticket!
Deleting any book from the space market will also result in its disappearance from newbie bookstores. To ensure your book remains listed, please make use of the update mechanic when selling your updated version and do not delete the previous edition prior to selling the new one.
Posted at Wed Aug 27 22:31:22 2014 UTC (10 years, 7 months, 22 days, 14 hours, 46 minutes, and 6 seconds ago)Another morningstar activity, another round of support tickets!
Fixed movement on the Z-axis, for real this time, hopefully.
Prevented wasps from launching rescue pods.
Filtered out reload messages on the mothership for wasp pilots.
Posted at Thu Aug 28 00:48:00 2014 UTC (10 years, 7 months, 22 days, 12 hours, 29 minutes, and 28 seconds ago)And almost forgot: Drastically reduced the cost of wasps, so that it is still possible to make money by doing beacon drops.
Posted at Thu Aug 28 00:49:35 2014 UTC (10 years, 7 months, 22 days, 12 hours, 27 minutes, and 53 seconds ago)Filtered out a few more messages for wasps. Allowed wasps to retain settings for simple commands like filter, verbose, and so on.
Posted at Thu Aug 28 01:56:14 2014 UTC (10 years, 7 months, 22 days, 11 hours, 21 minutes, and 14 seconds ago)Fixed a bug that allowed tonic'd felo to nest. Such felo that have nested have been replaced with exact clones and the offending nests have been removed!
Posted at Fri Aug 29 07:37:22 2014 UTC (10 years, 7 months, 21 days, 5 hours, 40 minutes, and 6 seconds ago)By popular demand, we have added a FIND command to direct players to neaby locations. For example, if you stand on the New Phoenix landing pad and type FIND PASSENGER, you will be directed west four times and then north to the passenger station. However, this is not a magical font of all speedwalking, but rather will only work at approximately the same range as the MAP and TEXTMAP commands. It also will not direct you through GO exits.
Added a Maps help file to explain the various ways of finding your way around.
Posted at Fri Aug 29 18:53:40 2014 UTC (10 years, 7 months, 20 days, 18 hours, 23 minutes, and 48 seconds ago)Improved help topic searching.
Posted at Fri Aug 29 19:01:13 2014 UTC (10 years, 7 months, 20 days, 18 hours, 16 minutes, and 15 seconds ago)In an effort to make liaison office phones useful, they can now record voicemail! Please try using it. Possibly coming soon to personal phones!
Posted at Sat Aug 30 19:22:03 2014 UTC (10 years, 7 months, 19 days, 17 hours, 55 minutes, and 25 seconds ago)The SCAN command will now work properly for wasps.
Wasps will no longer display hull damage failsafes, which they don't actually have.
Posted at Sun Aug 31 18:04:34 2014 UTC (10 years, 7 months, 18 days, 19 hours, 12 minutes, and 54 seconds ago)Battlesuit models available to players now have descriptions.
Posted at Sun Aug 31 19:22:11 2014 UTC (10 years, 7 months, 18 days, 17 hours, 55 minutes, and 17 seconds ago)Possibly fixed an issue where ground enemies were possibly regaining health in combat too quickly.
Posted at Sun Aug 31 20:01:06 2014 UTC (10 years, 7 months, 18 days, 17 hours, 16 minutes, and 22 seconds ago)Increased interrupt rates of some player abilities and increased cast times of some powerful enemy abilities.
Posted at Sun Aug 31 20:08:40 2014 UTC (10 years, 7 months, 18 days, 17 hours, 8 minutes, and 48 seconds ago)Fixed a bug where enemies would not regen when they should, which had nothing at all to do with the previous bug.
Posted at Sun Aug 31 20:20:20 2014 UTC (10 years, 7 months, 18 days, 16 hours, 57 minutes, and 8 seconds ago)Made a few changes to the early progression of new characters:
A new player buying their first battlesuit from their own alliance has the option of automatically paying via new loan funds.
A new player attempting to register for Teslatown activities has the option of automatically paying via new loan funds if they are short on the fee.
Hopefully, in addition to removing some barriers to new activities, this will help to remove the urge for advanced players to expand every cadet's wallet by several million credits. But if not, cadets can now only accept 500k per person.
If any of this proves to be a problem for any cadet for any reason, please use the SUPPORT command to tell us about it and we will address it appropriately.
Posted at Sun Aug 31 21:11:59 2014 UTC (10 years, 7 months, 18 days, 16 hours, 5 minutes, and 29 seconds ago)Battle scanner stations will now report active beacon drops in the vicinity when a friendly ship enters the sector.
Posted at Mon Sep 1 05:04:46 2014 UTC (10 years, 7 months, 18 days, 8 hours, 12 minutes, and 42 seconds ago)Starship rooms are now limited in the number of bulky items that they can hold. You'll find that storage rooms are best for storing large numbers of large things.
Posted at Mon Sep 1 18:35:53 2014 UTC (10 years, 7 months, 17 days, 18 hours, 41 minutes, and 35 seconds ago)Changed how massive ship modifications work with regards to construction-based bonuses.
Posted at Mon Sep 1 20:07:35 2014 UTC (10 years, 7 months, 17 days, 17 hours, 9 minutes, and 53 seconds ago)Fantastic news! Your phones are now all out of service!
You can purchase phone plans at your nearest Einstein-Rosen Telephone branch. Each plan payment pays for 30 days, though you can have an additional seven days overdue before your phone will actually be out of service.
A basic plan costs as little as 5 million credits per month! However, with a higher end plan, you can also add voicemail!
Posted at Tue Sep 2 17:28:03 2014 UTC (10 years, 7 months, 16 days, 19 hours, 49 minutes, and 25 seconds ago)Made the command in the phone store more obvious via the menu.
Posted at Tue Sep 2 17:35:06 2014 UTC (10 years, 7 months, 16 days, 19 hours, 42 minutes, and 22 seconds ago)Fixed an exploit that allowed people to figure location while moving.
Posted at Mon Sep 8 02:17:56 2014 UTC (10 years, 7 months, 11 days, 10 hours, 59 minutes, and 32 seconds ago)Improved behavior of HAARP device timing.
Posted at Mon Sep 8 02:18:26 2014 UTC (10 years, 7 months, 11 days, 10 hours, 59 minutes, and 2 seconds ago)It should no longer be possible to launch a battlesuit that one is not qualified to use.
Posted at Mon Sep 8 20:31:46 2014 UTC (10 years, 7 months, 10 days, 16 hours, 45 minutes, and 42 seconds ago)Assaulting a prison guard now has more exciting and immersive results!
Posted at Mon Sep 8 21:27:57 2014 UTC (10 years, 7 months, 10 days, 15 hours, 49 minutes, and 31 seconds ago)Overhauled the social system a bit. You can find the details in HELP ADVANCED SOCIALS. Please report any weirdness.
Posted at Thu Sep 11 01:11:47 2014 UTC (10 years, 7 months, 8 days, 12 hours, 5 minutes, and 41 seconds ago)Also, socials now have their own entry in color options.
Posted at Thu Sep 11 01:15:18 2014 UTC (10 years, 7 months, 8 days, 12 hours, 2 minutes, and 10 seconds ago)Added a Crime and Punishment help file.
Posted at Thu Sep 11 20:32:04 2014 UTC (10 years, 7 months, 7 days, 16 hours, 45 minutes, and 24 seconds ago)Ability preparation during ground combat should get "stuck" less often due to an invalid target, and will give an error message at the end of the ability's cast time indicating that you can use commands normally again.
Posted at Fri Sep 12 20:30:05 2014 UTC (10 years, 7 months, 6 days, 16 hours, 47 minutes, and 23 seconds ago)Players have asked for it and now it's done! Makeup has been redone to integrate smoothly with the dynamic description system. The two stores in existence that seem to sell makeup have been updated, though their selection has not been expanded yet. Makeup can be removed in the shower or with spacer wipes. Old versions of makeup are now deprecated; that means that while it pretty much works as before, it isn't supported and we encourage players to throw it away and buy new stuff. An expanded selection of makeup will be added soon!
Posted at Sat Sep 13 18:54:04 2014 UTC (10 years, 7 months, 5 days, 18 hours, 23 minutes, and 24 seconds ago)Forms of major bodily damage can now have some effect on your speech, in addition to concussions.
Major injuries will now have varying effects on the efficiency of battlesuit operation.
Now 10% less shrugging off multiple compound fractures!
Posted at Sun Sep 14 04:57:22 2014 UTC (10 years, 7 months, 5 days, 8 hours, 20 minutes, and 6 seconds ago)Portable showers now also properly remove cosmetics.
Posted at Fri Sep 19 15:58:10 2014 UTC (10 years, 6 months, 30 days, 21 hours, 19 minutes, and 18 seconds ago)Added a Roleplaying 101 help file to explain our views on roleplaying in general terms.
The former Roleplaying help file is now called Good Practices In Roleplaying.
While the former Roleplaying help file has typically gone unread by most players, these files are both very important reads if you wish to participate fully in this game.
Posted at Tue Sep 23 16:59:32 2014 UTC (10 years, 6 months, 26 days, 20 hours, 17 minutes, and 56 seconds ago)You can now use left and right brackets (< and >) at the end of social commands to force where they appear when added to dialogue. HELP ADVANCED SOCIALS has examples!
Posted at Sat Sep 27 18:14:11 2014 UTC (10 years, 6 months, 22 days, 19 hours, 3 minutes, and 17 seconds ago)We already had a handy system for properly sorting and determining the fate of objects aboard a ship when it was destroyed, but some similar yet rather different code was being used instead when selling a ship! This has now been standardized, and things should become stuck inside salvage containers less often when selling a ship.
Posted at Sat Sep 27 20:58:36 2014 UTC (10 years, 6 months, 22 days, 16 hours, 18 minutes, and 52 seconds ago)Felo leashes now available! Felo leashes! FELO LEASHES!
Posted at Sat Sep 27 21:38:45 2014 UTC (10 years, 6 months, 22 days, 15 hours, 38 minutes, and 43 seconds ago)Fixed the error making it impossible to actually pay your phone bill!
Posted at Sun Oct 5 17:30:54 2014 UTC (10 years, 6 months, 14 days, 19 hours, 46 minutes, and 34 seconds ago)Reduced size of the corporate and Mutuality asteroid haulers.
U-4250AS United Freight d'Intsec Asteroid Courier changed from 61.5 docking units to 40 docking units.
EF-0A0R United Nations Insector Emergency Response Vessel changed from 100 docking units to 30 docking units.
We hope that this clears up any confusion.
Posted at Tue Oct 7 18:06:37 2014 UTC (10 years, 6 months, 12 days, 19 hours, 10 minutes, and 51 seconds ago)Did that thing with dice that someone was asking for. Dice now have a USE command to set how many are being rolled, from one to six.
Posted at Wed Oct 8 05:34:51 2014 UTC (10 years, 6 months, 12 days, 7 hours, 42 minutes, and 37 seconds ago)It should now once more be possible to look at things that other people are holding.
Posted at Wed Oct 8 09:24:16 2014 UTC (10 years, 6 months, 12 days, 3 hours, 53 minutes, and 12 seconds ago)Visitation lobbies and similar implementations should now work properly with social commands again.
Posted at Wed Oct 8 18:30:05 2014 UTC (10 years, 6 months, 11 days, 18 hours, 47 minutes, and 23 seconds ago)New areas of interest in unexplored space should now be generated in more sensible directions.
Posted at Wed Oct 8 18:38:16 2014 UTC (10 years, 6 months, 11 days, 18 hours, 39 minutes, and 12 seconds ago)Space station modules are now handled properly when ships are destroyed or sold.
In the case of destruction, the modules will be ejected into nearby space and can be salvaged by a module transport.
In the case of sale, the modules will vanish and the seller will receive partial credit for their sale.
Posted at Sat Oct 11 17:52:35 2014 UTC (10 years, 6 months, 8 days, 19 hours, 24 minutes, and 53 seconds ago)Charge is now visible in the engineering room as well as the control room, for whatever reason.
Posted at Sat Oct 11 17:54:48 2014 UTC (10 years, 6 months, 8 days, 19 hours, 22 minutes, and 40 seconds ago)Movement messages are now slightly more descriptive than before. Or they are broken entirely, in which case enjoy your brief period of ninja training!
Posted at Tue Oct 14 20:47:47 2014 UTC (10 years, 6 months, 5 days, 16 hours, 29 minutes, and 41 seconds ago)"Remains of the neutral 134th" has been renamed to "Remains of the Telexan 134th" since a neutral force was a bug and doesn't make much sense, though it was a pretty funny Futurama episode.
Posted at Thu Oct 16 03:56:32 2014 UTC (10 years, 6 months, 4 days, 9 hours, 20 minutes, and 56 seconds ago)Fixed some starmap/rundown bugs resulting from changing the name of a space feature!
Posted at Thu Oct 16 04:01:03 2014 UTC (10 years, 6 months, 4 days, 9 hours, 16 minutes, and 25 seconds ago)Reduced the effect of damage inflicted decreasing a ground enemy's enmity for its target.
Posted at Thu Oct 16 17:46:20 2014 UTC (10 years, 6 months, 3 days, 19 hours, 31 minutes, and 8 seconds ago)Fixed an issue preventing players from finding artifacts when they have an exploration/retrieval mission active.
Posted at Wed Oct 22 18:02:34 2014 UTC (10 years, 5 months, 27 days, 19 hours, 14 minutes, and 54 seconds ago)Fixed an issue wherein sleeping felo could be played with.
Posted at Thu Oct 23 17:08:15 2014 UTC (10 years, 5 months, 26 days, 20 hours, 9 minutes, and 13 seconds ago)Added basic character guidelines to the Anschluss Building. These also show up in Help Alliance Themes.
Posted at Wed Oct 29 20:20:50 2014 UTC (10 years, 5 months, 20 days, 16 hours, 56 minutes, and 38 seconds ago)Added some help files after seeing new players search for these topics: Pilot Titles, ITPN, and Suborbital Pods.
Posted at Tue Nov 4 18:38:04 2014 UTC (10 years, 5 months, 14 days, 18 hours, 39 minutes, and 24 seconds ago)Rugs and carpets will no longer count against the bulky item limit in starship rooms.
Posted at Wed Nov 5 13:55:24 2014 UTC (10 years, 5 months, 13 days, 23 hours, 22 minutes, and 4 seconds ago)Temporary wormhole drives can now be dropped inside capsules.
Posted at Wed Nov 5 13:57:07 2014 UTC (10 years, 5 months, 13 days, 23 hours, 20 minutes, and 21 seconds ago)Streamlined and otherwise improved inventory management stuff a bit:
- Commands like "read paper on table" should now generally work. This also works for "use" and other similar commands with standardized object matching.
- Attempting to put things into a closed container will now open it briefly for you.
- Say you have a box inside your backpack. "Put item in box" will put the item directly into the box without needing to remove it from your backpack first. Actually, it always did this, but it will now say so properly.
- Similarly, "get item from box" will now briefly remove the box from your backpack and give you the item from the box without needing two spare hands.
- Continuing with the example, "put box in bag" will now grab the item from your backpack and place it into your bag without needing a free hand.
Books are streamlined!
- Reading a closed book will now just open it first instead of complaining at you.
- You may put a page number after your reference to the book (for example, "read book 14") in order to read that specific page.
And finally, a rather specific change: The "disassemble" command for craft items will now work without having to remove the item from your bag.
Posted at Sat Nov 8 01:12:14 2014 UTC (10 years, 5 months, 11 days, 12 hours, 5 minutes, and 14 seconds ago)A couple more inventory management tweaks:
- You can drop things which are in a bag on your person without manually taking them out first.
- You can put items in the room into a bag without manually picking them up first.
Posted at Sat Nov 8 15:30:58 2014 UTC (10 years, 5 months, 10 days, 21 hours, 46 minutes, and 30 seconds ago)You will now automatically stand up upon trying to move instead of being told you need to stand up.
Posted at Sat Nov 8 18:47:51 2014 UTC (10 years, 5 months, 10 days, 18 hours, 29 minutes, and 37 seconds ago)Gave the Starship Command Reference help file an update.
Posted at Tue Nov 11 07:24:51 2014 UTC (10 years, 5 months, 8 days, 5 hours, 52 minutes, and 37 seconds ago)Inactive organizations will no longer appear on the "recruiting" list.
Posted at Tue Nov 11 18:05:22 2014 UTC (10 years, 5 months, 7 days, 19 hours, 12 minutes, and 6 seconds ago)Things may now be bolted down in apartments once more.
And introducing, after many long years, the UNBOLT command! This should work only in ships and apartments that you own. For now, only furniture and similar items may be unbolted from ships, because other equipment is likely to be integrated with the ship in some way and would need to be handled as a special case.
Posted at Tue Nov 11 18:35:39 2014 UTC (10 years, 5 months, 7 days, 18 hours, 41 minutes, and 49 seconds ago)Very old fish corpses will now vanish. This is your last chance to send them on a proper final journey down the toilet.
Posted at Mon Nov 17 00:48:56 2014 UTC (10 years, 5 months, 2 days, 12 hours, 28 minutes, and 32 seconds ago)Added an UNPIN command to starcharts.
Posted at Mon Nov 17 00:59:11 2014 UTC (10 years, 5 months, 2 days, 12 hours, 18 minutes, and 17 seconds ago)Agnarr's long-term rental ships are now properly cycle-based. Enjoy!
Posted at Mon Nov 17 01:08:33 2014 UTC (10 years, 5 months, 2 days, 12 hours, 8 minutes, and 55 seconds ago)Starcharts have a couple more new commands: SET to set the current figured location to a previously pinned location, and COPY to copy a pinned location from one chart to another. This even works across completely different charts, assuming, of course, that the charts overlap and you can read both types.
Also, all starchart commands have been altered to use standardized object matching, which shouldn't make any visible difference to you except that you can now use "other chart" and such.
Posted at Mon Nov 17 06:10:14 2014 UTC (10 years, 5 months, 2 days, 7 hours, 7 minutes, and 14 seconds ago)Items that you're not holding can no longer go directly into the trash.
Posted at Tue Nov 18 18:24:25 2014 UTC (10 years, 5 months, 18 hours, 53 minutes, and 3 seconds ago)The website's help files are now 0.2% more functional!
Posted at Fri Nov 21 00:58:02 2014 UTC (10 years, 4 months, 29 days, 12 hours, 19 minutes, and 26 seconds ago)HELP REROLLING has been expanded to better explain the game's character restoration policy.
Posted at Sun Nov 23 21:11:47 2014 UTC (10 years, 4 months, 26 days, 16 hours, 5 minutes, and 41 seconds ago)Added a Space Imaging Photographs help file.
Posted at Sun Nov 23 23:56:55 2014 UTC (10 years, 4 months, 26 days, 13 hours, 20 minutes, and 33 seconds ago)HELP BARI and HELP RATS have been slightly re-written.
Posted at Fri Dec 5 01:26:44 2014 UTC (10 years, 4 months, 15 days, 11 hours, 50 minutes, and 44 seconds ago)Temporary beacons will now report any nearby sectors within the standard beacon network.
Posted at Wed Dec 17 00:26:44 2014 UTC (10 years, 4 months, 3 days, 12 hours, 50 minutes, and 44 seconds ago)Regarding ground missions, enemy buffs will no longer wear off, to prevent an exploit where players could take cover and wait it out if an enemy buffed itself.
Posted at Sun Dec 21 19:50:03 2014 UTC (10 years, 3 months, 29 days, 17 hours, 27 minutes, and 25 seconds ago)Removed the points requirement of the Thrall translation interface.
Posted at Mon Dec 22 01:12:20 2014 UTC (10 years, 3 months, 29 days, 12 hours, 5 minutes, and 8 seconds ago)Added the REPORTS command to starships to toggle whether your ship receives any reports (i.e., ships shooting each other, ships jumping in, ships docking, ships exploding, and so on). Turning these off will usually be hugely detrimental, but may be useful if you find yourself skimming alongside another ship, or for the general pursuit of being completely unaware of your surroundings.
Posted at Wed Dec 24 00:45:58 2014 UTC (10 years, 3 months, 27 days, 12 hours, 31 minutes, and 30 seconds ago)Added a line to asteroid mining summaries displaying the amount of processed metals which have not yet been moved to the central coordinator.
Posted at Sat Dec 27 08:24:12 2014 UTC (10 years, 3 months, 24 days, 4 hours, 53 minutes, and 16 seconds ago)Large adjustments to some balance aspects of scooping: credit income is up, point gain is way up, the proportion that organizations gain is down, and how much salvage processors can multiply the payout is down. Also fixed a display error which would understate your income.
Posted at Sun Dec 28 01:01:23 2014 UTC (10 years, 3 months, 23 days, 12 hours, 16 minutes, and 5 seconds ago)Greater winds are now found at greater depths! Non-cloud hydrogen is less valuable!
Posted at Sun Dec 28 02:16:09 2014 UTC (10 years, 3 months, 23 days, 11 hours, 1 minute, and 19 seconds ago)Scoops are now counted towards ship value.
Posted at Sun Dec 28 04:30:55 2014 UTC (10 years, 3 months, 23 days, 8 hours, 46 minutes, and 33 seconds ago)Adjusted scooping income and point gain slightly. They should be near final amounts. Reduced amount of tritium gained while turning. Increased intake drag factor.
Posted at Sun Dec 28 18:57:47 2014 UTC (10 years, 3 months, 22 days, 18 hours, 19 minutes, and 41 seconds ago)Communicators will now show you notices you missed while out of communications range.
Posted at Tue Dec 30 20:49:16 2014 UTC (10 years, 3 months, 20 days, 16 hours, 28 minutes, and 12 seconds ago)Classic manual currency conversion has returned (or rather, been made obvious again) on ATMs.
Posted at Tue Dec 30 20:55:47 2014 UTC (10 years, 3 months, 20 days, 16 hours, 21 minutes, and 41 seconds ago)Added a character age component to industrial point caps, to counteract the tendency for grinding to quickly lend itself to further grinding.
Posted at Wed Dec 31 21:47:07 2014 UTC (10 years, 3 months, 19 days, 15 hours, 30 minutes, and 21 seconds ago)To clarify, the age component to industrial point caps takes the form of bonuses to older characters. No one has been penalized, hindered, restricted, had their caps reduced, or whatever else might be imagined.
Posted at Thu Jan 1 19:57:21 2015 UTC (10 years, 3 months, 18 days, 17 hours, 20 minutes, and 7 seconds ago)Space market listings unsold for 60 days will now be returned to the seller. Empty market categories will be cleared out daily.
Posted at Thu Jan 1 20:22:09 2015 UTC (10 years, 3 months, 18 days, 16 hours, 55 minutes, and 19 seconds ago)Station modules on space lifters are now counted towards the total aboard the ship.
Posted at Thu Jan 1 20:27:52 2015 UTC (10 years, 3 months, 18 days, 16 hours, 49 minutes, and 36 seconds ago)The book store will no longer display purged characters as authors.
Posted at Thu Jan 1 20:37:14 2015 UTC (10 years, 3 months, 18 days, 16 hours, 40 minutes, and 14 seconds ago)Social commands performed in battlesuits should work properly again.
Posted at Thu Jan 1 20:50:24 2015 UTC (10 years, 3 months, 18 days, 16 hours, 27 minutes, and 4 seconds ago)Added automatic new titles for those who are at the top tier of particular starship combat roles.
Posted at Fri Jan 2 00:06:51 2015 UTC (10 years, 3 months, 18 days, 13 hours, 10 minutes, and 37 seconds ago)Organizations can now achieve passive megacredit income (or a form of conversion, one could argue) with atmospheric scoop modules for temporary space stations!
Placed in orbit of a gas giant, stations with atmospheric scoops will generate steady megacredits for contributing organizations. Note that while it's not strictly necessary for every contributing organization to qualify for the particular scoop used, they may be disappointed with the results if they do not -- and so it may be a bit more of a solo organization endeavor than you have grown used to.
For superior passivity, scoop stations can be combined with the new automatic daily storage ejection module, which, true to its name, transfers its stored material every 24 hours, and once more upon the station's demise. Otherwise, they will work with other forms of ejection.
For balance purposes, each organization may be contributing to only one live scoop station at any given time.
Posted at Tue Jan 6 01:29:10 2015 UTC (10 years, 3 months, 14 days, 11 hours, 48 minutes, and 18 seconds ago)Fixed Teslatown's 'Balanced' conversion option to actually be balanced.
Posted at Thu Jan 8 20:09:13 2015 UTC (10 years, 3 months, 11 days, 17 hours, 8 minutes, and 15 seconds ago)Tugboats should now be able to tug across sector edges. I've also added an UNTUG command to pads/bays and wrote a help file about tugboats while I was thinking about tugboats.
Posted at Mon Jan 12 23:40:18 2015 UTC (10 years, 3 months, 7 days, 13 hours, 37 minutes, and 10 seconds ago)Added ORE and METALS commands to asteroid mining to display individual resource counts.
Posted at Wed Jan 14 04:58:43 2015 UTC (10 years, 3 months, 6 days, 8 hours, 18 minutes, and 45 seconds ago)Rental ships will now come with ammunition.
Posted at Wed Jan 14 05:08:00 2015 UTC (10 years, 3 months, 6 days, 8 hours, 9 minutes, and 28 seconds ago)Added an Artifacts help file.
Posted at Wed Jan 14 05:47:11 2015 UTC (10 years, 3 months, 6 days, 7 hours, 30 minutes, and 17 seconds ago)A Suppress Extra Dashes option is now available under formatting options.
Posted at Fri Jan 16 22:57:52 2015 UTC (10 years, 3 months, 3 days, 14 hours, 19 minutes, and 36 seconds ago)The all-around pathfinding algorithm that we call "superautopilot," the thing that rescue pods use, is now smart enough to use quantum skim accelerator gates. No longer will people who ignore every suggestion to use the DESTINATION command have to suffer the consequences of their obliviousness in the form of a day-long rift trip back to their home planet!
Posted at Fri Jan 23 21:04:51 2015 UTC (10 years, 2 months, 26 days, 16 hours, 12 minutes, and 37 seconds ago)Fixed an issue with transferring tritium to Accord or other non-alliance locations.
Posted at Mon Feb 2 03:45:08 2015 UTC (10 years, 2 months, 17 days, 9 hours, 32 minutes, and 20 seconds ago)One-use repair drones will now be purchased up to the maximum that your battlesuit can carry in one transaction. Ammunition refill and refurbishment menu options no longer appear when they do not apply.
Posted at Mon Feb 2 22:52:19 2015 UTC (10 years, 2 months, 16 days, 14 hours, 25 minutes, and 9 seconds ago)Battlesuit-storing ships (that is, Geminis) will now list which battlesuits are aboard in engineering status.
Posted at Thu Feb 5 16:18:42 2015 UTC (10 years, 2 months, 13 days, 20 hours, 58 minutes, and 46 seconds ago)Belt management employees will now be paid for repairing and installing parts.
Posted at Sat Feb 7 19:26:19 2015 UTC (10 years, 2 months, 11 days, 17 hours, 51 minutes, and 9 seconds ago)Updated the GENERAL command in starship control rooms with new standard options. Also added a GENERALTO command to direct general transmissions to specific ships.
Posted at Sat Feb 7 22:30:03 2015 UTC (10 years, 2 months, 11 days, 14 hours, 47 minutes, and 25 seconds ago)Fixed a bug where NPC salvagers would make debris chunks disappear. Beyond what happens when they salvage them, that is.
Posted at Sun Feb 8 00:15:12 2015 UTC (10 years, 2 months, 11 days, 13 hours, 2 minutes, and 16 seconds ago)The SUITINFO command will now show some information about the active battlesuits of people in your group.
Posted at Sun Feb 8 04:46:32 2015 UTC (10 years, 2 months, 11 days, 8 hours, 30 minutes, and 56 seconds ago)Going over a sector edge may now respect all directions entered (up plus northeast, and so on), or it may be broken completely. Discover for yourself!
Posted at Sun Feb 8 07:18:38 2015 UTC (10 years, 2 months, 11 days, 5 hours, 58 minutes, and 50 seconds ago)Added a View Parts option to belt management.
Posted at Sun Feb 8 07:25:38 2015 UTC (10 years, 2 months, 11 days, 5 hours, 51 minutes, and 50 seconds ago)Spacesuit lockers will no longer function for people who are also wearing flightbags, in order to avoid conflicts.
Posted at Mon Feb 9 02:05:51 2015 UTC (10 years, 2 months, 10 days, 11 hours, 11 minutes, and 37 seconds ago)Minor skirmish payouts should interact with the new dynamic systems a bit better.
Posted at Mon Feb 9 22:19:06 2015 UTC (10 years, 2 months, 9 days, 14 hours, 58 minutes, and 22 seconds ago)Reduced medical costs for cadets.
Posted at Tue Feb 10 04:31:56 2015 UTC (10 years, 2 months, 9 days, 8 hours, 45 minutes, and 32 seconds ago)Fixed an issue where ships you tugged would decide they weren't being tugged by anything. Standardized the tugboat's "go home" feature to use the superautopilot subroutine.
Posted at Fri Feb 13 21:42:10 2015 UTC (10 years, 2 months, 5 days, 15 hours, 35 minutes, and 18 seconds ago)Since the very inception of Star Conquest, players have longed to have absolutely no idea what's going on around them as they fire, wild and carefree, from the safety and comfort of someone else's weapons room.
Today, that dream can be realized with the addition of heavy duty protective earmuffs.
Earmuffs, when worn, shield players from the litany of information about the ever-evolving situation their starship is in which they commonly refer to as "spam." If you are tired of knowing what's happening to you or anyone else, or even what you're shooting at, then this is the item for you.
Sarcasm aside, this item will eliminate the most common sources of incoming text that may make it difficult for some players to keep up with tracking information and gun efficiently. As a drawback, they will also prevent you from hearing most forms of speech and comm transmissions, though, through a handy contrivance, you will still be able to hear the shipboard PA. Perhaps, with this, we can convince one or two people to try turning off the gunning scripts!
Note that by no means does this comprehensively eliminate all forms of audible input from the game, since doing that would involve a great deal of labor and editing several hundred verbs. The most common and obvious things -- comms, phones, say, sayto, whisper, yell, various starship/combat noise -- should be handled. If you encounter anything minor that you feel your character should not be able to hear, feel free to pretend you didn't hear it. This is meant to be a roleplaying game, after all.
If you encounter anything major (such as a means of communication) or anything especially annoying that you feel should be eliminated, or encounter any issues while wearing earmuffs, please use the SUPPORT command and tell us about it. Thank you.
Posted at Sat Feb 14 21:04:31 2015 UTC (10 years, 2 months, 4 days, 16 hours, 12 minutes, and 57 seconds ago)The issues of tugboats tugging across sector edges has been solved once and for all.
Posted at Mon Feb 16 21:15:11 2015 UTC (10 years, 2 months, 2 days, 16 hours, 2 minutes, and 17 seconds ago)Egg containers are now available at the fish store! These containers will export your eggs from the active database and store them safely and bloat-free.
Posted at Fri Feb 20 02:00:26 2015 UTC (10 years, 1 month, 30 days, 11 hours, 17 minutes, and 2 seconds ago)Egg containers are now paintable.
Posted at Fri Feb 20 02:11:38 2015 UTC (10 years, 1 month, 30 days, 11 hours, 5 minutes, and 50 seconds ago)Added the ability for apartments/hotels to generate furniture. Future bathrooms will now actually come with toilets! These can be unbolted if you don't like them.
Posted at Fri Feb 20 22:35:27 2015 UTC (10 years, 1 month, 29 days, 14 hours, 42 minutes, and 1 second ago)The EMPTY command now accepts the form EMPTY
Fixed a stupendous issue where certain hull bonuses were factored in twice.
Posted at Thu Feb 26 04:01:28 2015 UTC (10 years, 1 month, 24 days, 9 hours, and 16 minutes ago)Rental ships should no longer come with more ammunition than they can hold.
Posted at Fri Feb 27 04:22:17 2015 UTC (10 years, 1 month, 23 days, 8 hours, 55 minutes, and 11 seconds ago)Hair stylists now support many beard dyeing options.
Posted at Fri Feb 27 20:59:33 2015 UTC (10 years, 1 month, 22 days, 16 hours, 17 minutes, and 55 seconds ago)"Hostile Entry/Departure" reports will no longer generate for non-warships.
Posted at Fri Feb 27 21:03:06 2015 UTC (10 years, 1 month, 22 days, 16 hours, 14 minutes, and 22 seconds ago)Added a detach command for power feeds and air hoses for stationbuilding.
Posted at Mon Mar 9 23:29:45 2015 UTC (10 years, 1 month, 12 days, 13 hours, 47 minutes, and 43 seconds ago)Planetary surveying will now search through people aboard docked ships to potentially give credit to.
Posted at Fri Mar 13 00:26:37 2015 UTC (10 years, 1 month, 9 days, 12 hours, 50 minutes, and 51 seconds ago)By request, it is now possible to empty xenology containers if you wish to destroy the artifacts contained within.
Posted at Fri Mar 13 06:05:49 2015 UTC (10 years, 1 month, 9 days, 7 hours, 11 minutes, and 39 seconds ago)THE SITTING/LYING FINAL SOLUTION
Many of the most reported known bugs are no more! Players will no longer be able to do many of the things that it bothered them to do but they would do anyway!
- Things that you can sit/lie on are now determined dynamically, including other players. Also, sleeping bags.
- You can no longer sit or lie on a standing player.
- You can no longer sit or lie on another player who is sitting or lying on you.
- If a player changes position (i.e., stands up), other players will fall away and be forced to stand as appropriate.
- If furniture in use is picked up, players will fall away and be forced to stand as appropriate.
- Adding things like pillows and linens to furniture should no longer interfere with the system under any circumstances.
- Standing now says what you stood up from.
- Putting pillows and linens on furniture should now display a more sensible message.
Furniture items which were actively providing sit/lie targets to a room have been updated to the dynamic system and should continue to play nicely. However, if you had "ghost" furniture that you could sit/lie on even though the furniture was actually long gone, it will still be present. Please report any such instances and they shall be made to disappear forever.
Posted at Sat Mar 14 20:15:20 2015 UTC (10 years, 1 month, 7 days, 17 hours, 2 minutes, and 8 seconds ago)Also, the way rooms display their contents has been tweaked to be over 25 times faster! Please report any strangeness.
Posted at Sat Mar 14 20:16:46 2015 UTC (10 years, 1 month, 7 days, 17 hours, and 42 seconds ago)You can now use + and - controls on your ship with another direction to skip the prompt. Example: +2, -7.
Posted at Sat Mar 14 21:23:32 2015 UTC (10 years, 1 month, 7 days, 15 hours, 53 minutes, and 56 seconds ago)Felo behavior has gotten a large revision for some reason!
- Felo temperament is now a genetic trait which can be bred for. Some felo are just predisposed to like (or hate) humans more.
- Felo now have memories of individual people. Interacting with a felo or feeding it regularly will cause it to like you over time. Felo are also sensitive to injustice and may come to dislike you for certain actions!
- Felo treats are now available. A felo treat won't completely sate a hungry felo, but they certainly enjoy them.
- You can gauge a felo's temperament by how it interacts with you and how readily it comes to like you. For example, the friendliest felo just like everyone by default.
- Felo will tend to interact with things more often in general.
- Felo who like you will now jump into your lap occasionally, particularly when they're sleepy. If you don't put them down, they will leave again in their own time, or when they get hungry.
- If no suitable lap is available, more domesticated felo will prefer to sleep on your furniture.
- More domesticated felo are less enthusiastic about knocking things off of your coffee table.
- Some breeds of felo (such as maned ones) naturally tend toward greater wildness, but friendliness can be bred into them with some effort and luck. The reverse also applies: some breeds are naturally more friendly, but can be bred to act wilder.
- Whether a felo likes to bite you and (to some degree) their effectiveness against bari is no longer strictly dependent on their breed, but rather on their temperament: fully wild felo will bite you occasionally regardless of their breed. But this goes hand-in-hand with the above change; again, for example, maned felo will generally be fully wild anyway.
- Felo who have ingested life extension tonic will never be fully wild.
- You can now use unarmed combat commands against felo, because we know some people are psychotic enough to want to do so now and then.
- Even friendly felo will bite you enthusiastically if you have been mean enough to them.
Will YOU breed the first friendly maned felo?
Posted at Wed Mar 18 04:37:45 2015 UTC (10 years, 1 month, 4 days, 8 hours, 39 minutes, and 43 seconds ago)Nature versus nurture: Felo can eventually become meaner or friendlier based on their overall experience with humans.
Posted at Wed Mar 18 05:03:30 2015 UTC (10 years, 1 month, 4 days, 8 hours, 13 minutes, and 58 seconds ago)By request, weapons rooms now have GRID, AMMO, and TARGET commands to show individual portions of the output previously grouped in the WEAPONS command.
Posted at Thu Mar 19 02:08:26 2015 UTC (10 years, 1 month, 3 days, 11 hours, 9 minutes, and 2 seconds ago)Added a FOOTPRINT command to help you determine where your database bloat is most concentrated.
Posted at Fri Mar 20 19:29:21 2015 UTC (10 years, 1 month, 1 day, 17 hours, 48 minutes, and 7 seconds ago)Active missions will now expire at midnight if they are at least three days old.
Posted at Mon Mar 23 18:27:49 2015 UTC (10 years, 28 days, 18 hours, 49 minutes, and 39 seconds ago)Added seven new felo breeds in addition to the two from yesterday. FELO FELO FELO FELO FELO FELO FELO FELO FELO FELO FELO FELO
Posted at Tue Mar 24 17:20:37 2015 UTC (10 years, 27 days, 19 hours, 56 minutes, and 51 seconds ago)Added an Object Matching help file to document our matching system.
Posted at Sat Mar 28 01:32:38 2015 UTC (10 years, 24 days, 11 hours, 44 minutes, and 50 seconds ago)You can now put people onto furniture using the PUT command. This seemed to be a function that was frequently asked about but that we haven't had, and so here it is.
Posted at Sat Mar 28 04:23:33 2015 UTC (10 years, 24 days, 8 hours, 53 minutes, and 55 seconds ago)We've added a system to handle characters' legal name change requests. The Name Change help file has been updated with documentation.
Posted at Sat Mar 28 21:16:47 2015 UTC (10 years, 23 days, 16 hours, and 41 seconds ago)Putting people on furniture now requires their approval unless the character is asleep or dozing.
Posted at Sat Mar 28 21:23:46 2015 UTC (10 years, 23 days, 15 hours, 53 minutes, and 42 seconds ago)Unreg traders will now wander off if ignored for long enough. Along with this, it is also now possible to initiate new trades with intermediate unreg trade items if the original buyer is no longer present.
Posted at Mon Mar 30 01:20:54 2015 UTC (10 years, 22 days, 11 hours, 56 minutes, and 34 seconds ago)Good news! In preparation for the upcoming Fashion Fair, facial hair can now be styled using the hair care kit. Even better news! Pubic hair can also be styled using the shaving kit! And it will grow over time! Startling new advances in spaceship games!
Posted at Tue Mar 31 21:53:47 2015 UTC (10 years, 20 days, 15 hours, 23 minutes, and 41 seconds ago)Are your endless rolls of film and numerous cameras cluttering your equally numerous bags? Object exporting camera bags are now available at Eye Of The Beholder! Now there are no excuses!
Posted at Fri Apr 3 04:03:00 2015 UTC (10 years, 18 days, 9 hours, 14 minutes, and 28 seconds ago)Do you feel weighed down by the heavy yet unseen burden of your message board reader? Good news! Now their functionality is available as a phone plan upgrade. Read (or never read) the message boards from the comfort of your own phone! Throw away one more useless object!
Posted at Thu Apr 9 04:08:36 2015 UTC (10 years, 12 days, 9 hours, 8 minutes, and 52 seconds ago)Phones now deal with new posts in a manner more reminiscent of their message board reading brothers! Resume looking (or not looking) at them as normal.
Posted at Fri Apr 10 05:09:05 2015 UTC (10 years, 11 days, 8 hours, 8 minutes, and 23 seconds ago)Space station reference devices? A thing of the past! Also a thing of the present and now the future. barring a rogue time traveller killing Elvis Von Spacestation, inventer of the popular reference device and navigational aid. On the upside, they're now available as a one million credit addon to your phone plan so perhaps this alternate future is saved!
Posted at Fri Apr 10 05:55:41 2015 UTC (10 years, 11 days, 7 hours, 21 minutes, and 47 seconds ago)Metachannel communicators now accept paint and dye as they were always intended to!
Posted at Sat Apr 11 02:28:35 2015 UTC (10 years, 10 days, 10 hours, 48 minutes, and 53 seconds ago)Yet another new addition to phones! Newsreaders! And probably bugs to do with newsreaders!
Posted at Sat Apr 11 10:00:44 2015 UTC (10 years, 10 days, 3 hours, 16 minutes, and 44 seconds ago)Spacewalking now respects alternate manual keys.
Posted at Tue Apr 14 19:24:34 2015 UTC (10 years, 6 days, 17 hours, 52 minutes, and 54 seconds ago)The way sectors are cleaned up has just received a much-needed rewrite! This should reduce load on the server when many sectors are being passed through rapidly and fix a few types of weirdness. They have been replaced with new and unknown forms of weirdness! If something in space disappears or fails to disappear, please open a ticket.
Posted at Sun Apr 19 01:53:31 2015 UTC (10 years, 2 days, 11 hours, 23 minutes, and 57 seconds ago)Felo chow is now available in bulk, bagless form from capital spaceport trade centers. A new repair & rearm function, also available only at capitals, will fill all of your troughs for you, either directly from cargo or by purchasing bulk chow on your behalf as you need it. Robotic feeding has also been updated to use felo chow from your ship's cargo if it runs out of bags.
Posted at Mon Apr 20 01:12:34 2015 UTC (10 years, 1 day, 12 hours, 4 minutes, and 54 seconds ago)Tardick lizards have gotten a quick revamp. Though not nearly as complex as felo or even aquatic life, they will now wander, sleep, and eat in a non-infinite manner. They can also be named. Please consult accompanying documentation for more information.
Posted at Mon Apr 20 03:06:20 2015 UTC (10 years, 1 day, 10 hours, 11 minutes, and 8 seconds ago)Felo chow can now be loaded into no-trade ships.
Posted at Mon Apr 20 17:43:06 2015 UTC (10 years, 19 hours, 34 minutes, and 22 seconds ago)The credit amount parser, most often seen in ATM menus and when handing credits to people, will now understand "50k" and "20 mil" and similar things.
Posted at Mon Apr 20 18:55:54 2015 UTC (10 years, 18 hours, 21 minutes, and 34 seconds ago)Hoverpallets can now be LOAD and UNLOADed with cargo in your ship's storage room. Enjoy!
Posted at Tue Apr 21 04:41:55 2015 UTC (10 years, 8 hours, 35 minutes, and 33 seconds ago)CARGO can now be checked from ship storage rooms as well as the control room. Are you thrilled? We're thrilled.
Posted at Tue Apr 21 05:57:28 2015 UTC (10 years, 7 hours, and 20 minutes ago)Adjusted the requirements for ranking up in courier companies. This doesn't affect any of the presently attained ranks, but will make future ones somewhat less insane to actually attain.
Posted at Thu Apr 23 02:55:39 2015 UTC (9 years, 11 months, 29 days, 10 hours, 21 minutes, and 49 seconds ago)Courier rank now applies a multiplier to delivery payment, hopefully keeping courier payout somewhat in line with other activities.
Posted at Thu Apr 23 02:58:51 2015 UTC (9 years, 11 months, 29 days, 10 hours, 18 minutes, and 37 seconds ago)Charge boosters are now uncharged when first crafted, until used while aboard a ship with sufficient charge in its battery. They can then be discharged later on a ship with low power, as you are used to. Storebought boosters will come charged. The purpose of this is to make sure that being able to craft boosters doesn't invalidate charge as a consideration.
Posted at Thu Apr 23 03:58:13 2015 UTC (9 years, 11 months, 29 days, 9 hours, 19 minutes, and 15 seconds ago)As detailed in in-character news, cruisers have been modified to get rid of the non-thematic asymmetric weapons distribution. Despite appearing relatively minor, the changes have increased their strength ratings and will result in larger responses on beacon drops. The older designs are no longer available and refit centers have been opened to convert old cruisers.
Posted at Sun Apr 26 19:42:11 2015 UTC (9 years, 11 months, 25 days, 17 hours, 35 minutes, and 17 seconds ago)Garages should no longer accept ships with bari inside them.
Posted at Sun Apr 26 19:59:05 2015 UTC (9 years, 11 months, 25 days, 17 hours, 18 minutes, and 23 seconds ago)Felo spacesuits are now available, if anyone has ever wanted to walk Fluffy on an asteroid or avoid an accident on an artifacting trip. However, keep in mind that it is hard to eat with a helmet on.
Posted at Sun Apr 26 20:05:09 2015 UTC (9 years, 11 months, 25 days, 17 hours, 12 minutes, and 19 seconds ago)Randomly spawned enemy ships will now automatically depart when sufficiently outgunned compared to the player ships they originally spawned to attack. This will hopefully help to prevent the common practice of experienced players farming minor skirmish credit from ships of little threat that spawned to attack newer players.
Posted at Mon Apr 27 21:41:18 2015 UTC (9 years, 11 months, 24 days, 15 hours, 36 minutes, and 10 seconds ago)It turns out that enraged MICE could aim their death response buffs at any ally they wanted, which, of course, wouldn't matter that often, but it did occasionally. They will no longer do so.
Posted at Wed Apr 29 17:06:41 2015 UTC (9 years, 11 months, 22 days, 20 hours, 10 minutes, and 47 seconds ago)Felo with names will no longer be accepted by the sanctuary.
Posted at Thu Apr 30 20:10:18 2015 UTC (9 years, 11 months, 21 days, 17 hours, 7 minutes, and 10 seconds ago)Airlock cycling mechanisms now allow felo in spacesuits. Or possibly they will only cycle if you are a felo in a space suit. We'll find out soon!
Posted at Fri May 1 01:16:49 2015 UTC (9 years, 11 months, 21 days, 12 hours, and 39 seconds ago)A local shipboard message board upgrade is now available wherever spacesuit radios are sold.
Posted at Fri May 1 17:16:42 2015 UTC (9 years, 11 months, 20 days, 20 hours, and 46 seconds ago)Sector transitions have received some cleanup work and, as with all these things, should work exactly the same. If they do not behave as expected please put in a support ticket!
Posted at Fri May 1 18:13:53 2015 UTC (9 years, 11 months, 20 days, 19 hours, 3 minutes, and 35 seconds ago)Robots are no longer psychic.
Posted at Sat May 2 17:15:05 2015 UTC (9 years, 11 months, 19 days, 20 hours, 2 minutes, and 23 seconds ago)A bug concerning interaction between trade goods and ammunition boxes has been fixed. I know you were all very concerned about it and this is indeed a heavy weight off our collective mind.
Posted at Sun May 3 18:10:01 2015 UTC (9 years, 11 months, 18 days, 19 hours, 7 minutes, and 27 seconds ago)Mass production QEs will now use the general channel.
Posted at Mon May 4 01:31:38 2015 UTC (9 years, 11 months, 18 days, 11 hours, 45 minutes, and 50 seconds ago)Fixed an issue which prevented the initiating of a new trade with intermediary unreg trade items.
Posted at Tue May 5 02:26:50 2015 UTC (9 years, 11 months, 17 days, 10 hours, 50 minutes, and 38 seconds ago)Fixed another issue which prevented the initiating of a new trade with intermediary unreg trade items.
Posted at Tue May 5 02:38:25 2015 UTC (9 years, 11 months, 17 days, 10 hours, 39 minutes, and 3 seconds ago)Fixed an issue in unreg trading where players could complete a link in a trade chain with an old matching item of any amount, even if the desired amount was, for example, 197 and someone offered only two instead. This allowed players to occasionally double dip on very valuable trade chains. To my knowledge, this has only happened once, but we will have to reverse that trade.
Posted at Thu May 7 21:20:13 2015 UTC (9 years, 11 months, 14 days, 15 hours, 57 minutes, and 15 seconds ago)It should now be easier to get the correct trader to approach you.
Posted at Thu May 7 21:34:35 2015 UTC (9 years, 11 months, 14 days, 15 hours, 42 minutes, and 53 seconds ago)Entanglement device message logs are now more functional than ever! And by that I mean they are functional again.
Posted at Sun May 10 20:32:41 2015 UTC (9 years, 11 months, 11 days, 16 hours, 44 minutes, and 47 seconds ago)Local ship message board notifications should now work better in at least two important ways!
Posted at Mon May 11 05:49:30 2015 UTC (9 years, 11 months, 11 days, 7 hours, 27 minutes, and 58 seconds ago)It is now more difficult to shiver pleasurably!
Posted at Mon May 11 19:40:43 2015 UTC (9 years, 11 months, 10 days, 17 hours, 36 minutes, and 45 seconds ago)Phone booths should once more be able to be opened and closed.
Posted at Tue May 19 18:42:33 2015 UTC (9 years, 11 months, 2 days, 18 hours, 34 minutes, and 55 seconds ago)You may now get rid of things by handing them so sanitation drones.
Posted at Sun May 24 00:31:49 2015 UTC (9 years, 10 months, 26 days, 12 hours, 45 minutes, and 39 seconds ago)Ship modification stores, such as the cruiser upgrade stores or the ship hybridization stores now properly rename the ship's short name. Previously, it would turn parts, such as abbreviations, entirely lowercase. (I.E. a 'U.N. flitter' would turn into a 'u.n. flitter')
Posted at Sun May 24 19:55:18 2015 UTC (9 years, 10 months, 25 days, 17 hours, 22 minutes, and 10 seconds ago)Sanitation drones are now much less adorned.
Posted at Tue May 26 21:52:45 2015 UTC (9 years, 10 months, 23 days, 15 hours, 24 minutes, and 43 seconds ago)People may now retract their votes on any voting machine.
Posted at Wed May 27 23:25:28 2015 UTC (9 years, 10 months, 22 days, 13 hours, and 52 minutes ago)Changed the border system (the stuff in brackets by sector names) to add some level of prioritization. Previously, it would say that you were in, for example, Local Space instead of Outsider Space depending on where exactly you were, even if you were hundreds of lightyears within Outsider Space. (or Feng Wo space, or Spinward Clan space, or IFS space, or several other cases)
No more! It now uses hand-picked priority numbers, in addition to the previous method, so you'll never again have to worry about being in some sort of hideously dangerous area of space without really knowing it.
Posted at Thu May 28 08:29:15 2015 UTC (9 years, 10 months, 22 days, 4 hours, 48 minutes, and 13 seconds ago)RIFT STATUS will now tell you which region(s) you're in. (Outsider space, Mutuality space, etc)
Posted at Thu May 28 19:32:42 2015 UTC (9 years, 10 months, 21 days, 17 hours, 44 minutes, and 46 seconds ago)Riftstorms now reduce a ship's signature radius based off of their intensity.
Posted at Sat May 30 01:38:20 2015 UTC (9 years, 10 months, 20 days, 11 hours, 39 minutes, and 8 seconds ago)The rescue pod for Beautiful Fatality is finally on its way home, after 1 year, 6 months, and 9 days of haunting long-range sensors everywhere.
Posted at Sat May 30 07:06:47 2015 UTC (9 years, 10 months, 20 days, 6 hours, 10 minutes, and 41 seconds ago)The SQUADDAMAGE (or SQD) command will no longer show undamaged battlesuits.
Posted at Sat May 30 18:18:57 2015 UTC (9 years, 10 months, 19 days, 18 hours, 58 minutes, and 31 seconds ago)Aerial fortresses can now be renamed at the starship registry.
Posted at Sat May 30 18:54:18 2015 UTC (9 years, 10 months, 19 days, 18 hours, 23 minutes, and 10 seconds ago)ETA should be more accurate when approaching a planet.
Posted at Sun May 31 18:38:16 2015 UTC (9 years, 10 months, 18 days, 18 hours, 39 minutes, and 12 seconds ago)Ships should no longer both rout and explode occasionally.
Posted at Sun May 31 19:09:21 2015 UTC (9 years, 10 months, 18 days, 18 hours, 8 minutes, and 7 seconds ago)A chaingun shot which has insufficient ammunition after the weapon fire time should now fire fewer turrets rather than abort.
Posted at Sun May 31 19:24:23 2015 UTC (9 years, 10 months, 18 days, 17 hours, 53 minutes, and 5 seconds ago)Fixed an issue which was preventing the Beast summoner from functioning.
Posted at Sun May 31 19:28:41 2015 UTC (9 years, 10 months, 18 days, 17 hours, 48 minutes, and 47 seconds ago)Added the capability for hyperwave-enabled temporary stations to transmit constant carrier signals. Any temporary station may receive them, and the status of the signal can be checked with the CARRIER command. This is currently entirely useless! But it will not always be so.
Posted at Tue Jun 2 21:47:57 2015 UTC (9 years, 10 months, 16 days, 15 hours, 29 minutes, and 31 seconds ago)Added another use for carrier signals with a new side module, the Hyperdimensional Rift Condition Relayer. Any equipped station can send a carrier signal to a Hyperdimensional Rift Condition Forecaster, which will then allow the forecaster to check and forecast rift conditions at the relay station.
Posted at Thu Jun 4 08:32:39 2015 UTC (9 years, 10 months, 15 days, 4 hours, 44 minutes, and 49 seconds ago)Early nominations are now available up to a week before nominations officially open for qualifying, sufficiently active pilots. Once an early nomination has been placed, early voting is also available to all pilots at your alliance voting machine. This should make the end of the term somewhat easier to plan around.
Posted at Fri Jun 5 02:32:35 2015 UTC (9 years, 10 months, 14 days, 10 hours, 44 minutes, and 53 seconds ago)You can no longer clothe felo that you do not own.
Posted at Tue Jun 9 19:04:10 2015 UTC (9 years, 10 months, 9 days, 18 hours, 13 minutes, and 18 seconds ago)Added a NEAR/NEARBY command to battlesuits to display items that you are able to pick up.
Posted at Tue Jun 9 19:07:58 2015 UTC (9 years, 10 months, 9 days, 18 hours, 9 minutes, and 30 seconds ago)Ship applications now confirm input.
Posted at Wed Jun 10 00:14:33 2015 UTC (9 years, 10 months, 9 days, 13 hours, 2 minutes, and 55 seconds ago)Fixed voting machines still offering early voting.
Posted at Wed Jun 10 00:23:33 2015 UTC (9 years, 10 months, 9 days, 12 hours, 53 minutes, and 55 seconds ago)Added a READ command to applications so that players can see the entire set of questions before beginning.
Posted at Wed Jun 10 00:48:37 2015 UTC (9 years, 10 months, 9 days, 12 hours, 28 minutes, and 51 seconds ago)Fixed the Flare's turret distribution.
Posted at Wed Jun 10 04:49:20 2015 UTC (9 years, 10 months, 9 days, 8 hours, 28 minutes, and 8 seconds ago)Fixed a display bug concerning temporary starchart expiration time.
Posted at Wed Jun 10 20:21:10 2015 UTC (9 years, 10 months, 8 days, 16 hours, 56 minutes, and 18 seconds ago)Fixed visual starmaps in certain areas maybe possibly.
Posted at Fri Jun 12 06:09:30 2015 UTC (9 years, 10 months, 7 days, 7 hours, 7 minutes, and 58 seconds ago)Fixed an exploit involving transferring debris to a ship without trading or salvaging capabilities.
Posted at Sun Jun 14 04:07:57 2015 UTC (9 years, 10 months, 5 days, 9 hours, 9 minutes, and 31 seconds ago)The Helical Agitating Array for Rift Perturbation now requires the vessel to be powered up for a period of time before it can generate or quell riftstorms.
Posted at Tue Jun 16 20:33:30 2015 UTC (9 years, 10 months, 2 days, 16 hours, 43 minutes, and 58 seconds ago)NPC ships should no longer get stuck inside planets but should now have the slightly less undesirable reaction of teleporting elsewhere in the sector, which will at least enable you to fight them. This event should be rare in any case.
Posted at Thu Jun 18 19:18:44 2015 UTC (9 years, 10 months, 17 hours, 58 minutes, and 44 seconds ago)Ships now properly check for ongoing movement before beginning any docking task.
Posted at Thu Jun 18 19:22:01 2015 UTC (9 years, 10 months, 17 hours, 55 minutes, and 27 seconds ago)Civilian liaison titles can no longer be set while out of communications range, in order to prevent knowledge osmosis.
Posted at Thu Jun 18 19:24:11 2015 UTC (9 years, 10 months, 17 hours, 53 minutes, and 17 seconds ago)Plaques can now be hung on walls like posters, probably.
Posted at Thu Jun 18 19:26:41 2015 UTC (9 years, 10 months, 17 hours, 50 minutes, and 47 seconds ago)You can no longer confirm docking at a temporary space station while out of the control room.
Posted at Thu Jun 18 19:28:10 2015 UTC (9 years, 10 months, 17 hours, 49 minutes, and 18 seconds ago)The COPY command on starcharts now allows you to transfer the last figured position instead of just pinned positions.
Posted at Thu Jun 18 19:37:30 2015 UTC (9 years, 10 months, 17 hours, 39 minutes, and 58 seconds ago)Ships will no longer autojump through a chain of nonhostile jumps to a hostile sector without confirmation. Jumping to hostile sectors from a hostile sector is unchanged.
Posted at Thu Jun 18 23:42:26 2015 UTC (9 years, 10 months, 13 hours, 35 minutes, and 2 seconds ago)There is now a 30 second delay when autogaraging a ship, to reduce the amount of repetitive movement when powering down and exiting.
Posted at Sun Jun 28 21:55:04 2015 UTC (9 years, 9 months, 21 days, 15 hours, 22 minutes, and 24 seconds ago)Added a general option to never columnize menus.
Posted at Sun Jun 28 22:05:51 2015 UTC (9 years, 9 months, 21 days, 15 hours, 11 minutes, and 37 seconds ago)It is now possible to sell organization-owned starships.
Posted at Sun Jun 28 22:11:31 2015 UTC (9 years, 9 months, 21 days, 15 hours, 5 minutes, and 57 seconds ago)Atmosphere should now be restored by more places (such as temp stations) if you turned off life support.
Posted at Sun Jun 28 22:28:44 2015 UTC (9 years, 9 months, 21 days, 14 hours, 48 minutes, and 44 seconds ago)The hatch being locked should no longer be a concern if you are docked to a ship you have a key for.
Posted at Sun Jun 28 22:31:40 2015 UTC (9 years, 9 months, 21 days, 14 hours, 45 minutes, and 48 seconds ago)Purchasing salvaging equipment for organization-owned ships will now charge the organization rather than the person making the purchase.
Posted at Tue Jun 30 04:17:04 2015 UTC (9 years, 9 months, 20 days, 9 hours, and 24 seconds ago)Addressed an issue that was causing some dynamic NPC ship traffic to become stuck, meaning certain types of NPC ships will become active once more.
Posted at Tue Jun 30 06:52:15 2015 UTC (9 years, 9 months, 20 days, 6 hours, 25 minutes, and 13 seconds ago)Updated several things (including the SHIPINFO command) to accommodate the existence of exploration-focused ships.
Posted at Wed Jul 1 18:39:02 2015 UTC (9 years, 9 months, 18 days, 18 hours, 38 minutes, and 26 seconds ago)Also, every power module has had its lifetime doubled, to take effect the next time you build a station.
Posted at Tue Jul 14 20:21:44 2015 UTC (9 years, 9 months, 5 days, 16 hours, 55 minutes, and 44 seconds ago)External rift insertion modules now exist to fling non-rift-equipped ships toward their distant destinations.
Posted at Tue Jul 14 21:05:06 2015 UTC (9 years, 9 months, 5 days, 16 hours, 12 minutes, and 22 seconds ago)Rift drive startup can now be aborted with the STOP command.
Posted at Wed Jul 15 20:08:09 2015 UTC (9 years, 9 months, 4 days, 17 hours, 9 minutes, and 19 seconds ago)Fixed a couple of instances where it was possible to retrieve exact headings to beacons by aborting autotravel.
Posted at Wed Jul 15 20:08:36 2015 UTC (9 years, 9 months, 4 days, 17 hours, 8 minutes, and 52 seconds ago)Temporary stations can now have multiple rift accelerators attached. Each accelerator will allow for a separate secondary alignment to be set on the station. The best available acceleration level will be used regardless, meaning that any secondary accelerators can be the cheapest module.
Posted at Wed Jul 15 21:20:42 2015 UTC (9 years, 9 months, 4 days, 15 hours, 56 minutes, and 46 seconds ago)Added a toll station top module so that captains of industry can charge nominal fees for the use of their rift accelerator stations. Tolls will be distributed roughly proportionately to the advancement level of each contributor.
Posted at Wed Jul 15 22:21:04 2015 UTC (9 years, 9 months, 4 days, 14 hours, 56 minutes, and 24 seconds ago)A temporary station's RIFT command as well as the station reference device will now find properly aligned beacons for rift acceleration.
Posted at Thu Jul 16 16:57:55 2015 UTC (9 years, 9 months, 3 days, 20 hours, 19 minutes, and 33 seconds ago)Station reference devices will now display any space feature that a station is deployed within.
Posted at Thu Jul 16 17:51:20 2015 UTC (9 years, 9 months, 3 days, 19 hours, 26 minutes, and 8 seconds ago)Fixed an issue where, if an NPC ship for some reason decided to greet another NPC ship, that other ship would feel compelled to return the greeting, and then the original one would return that greeting, and so on, rather like the 'salute me' social, forever, until all of our logs are full and everything turns to ash.
Posted at Wed Jul 29 22:35:51 2015 UTC (9 years, 8 months, 21 days, 14 hours, 41 minutes, and 37 seconds ago)The non-directional beacon readout is now 83% less vague.
Posted at Sun Aug 23 01:28:25 2015 UTC (9 years, 7 months, 27 days, 11 hours, 49 minutes, and 3 seconds ago)Digital felo pets have been enhanced with a high score function. Rejoice.
Posted at Tue Sep 8 15:42:27 2015 UTC (9 years, 7 months, 10 days, 21 hours, 35 minutes, and 1 second ago)Traditionally, we refrain from every purging any character above a certain number of aggregate points. This is still the case, but due to ongoing database bloat issues, this protection will no longer extend to their nonessential items (usually food, drink, supplies bought in excess, and other such clutter). Any character which has been inactive for 90 days may have its nonessential items purged.
Posted at Tue Sep 15 02:12:06 2015 UTC (9 years, 7 months, 4 days, 11 hours, 5 minutes, and 22 seconds ago)Mutuality supply stores once again have chronometry reconfigurators on sale.
Posted at Fri Sep 18 14:18:02 2015 UTC (9 years, 7 months, 22 hours, 59 minutes, and 26 seconds ago)Fixed an issue where players could repeatedly trade the same items far more often than intended.
Posted at Thu Sep 24 01:35:24 2015 UTC (9 years, 6 months, 26 days, 11 hours, 42 minutes, and 4 seconds ago)Fixed an edge case where a ship would appear to be visible in an empty space room when, in fact, there was no ship anywhere in sight.
Posted at Sun Oct 4 22:13:40 2015 UTC (9 years, 6 months, 15 days, 15 hours, 3 minutes, and 48 seconds ago)By popular demand, Tardick lizards can now be fed felo.
Posted at Mon Oct 5 23:59:04 2015 UTC (9 years, 6 months, 14 days, 13 hours, 18 minutes, and 24 seconds ago)S-SPAN Chronicle should become slightly better at not always starting over with the first episode once you've watched it.
Posted at Mon Oct 12 00:08:45 2015 UTC (9 years, 6 months, 8 days, 13 hours, 8 minutes, and 43 seconds ago)Beacon stations now have a LABEL command to change the sector's identifier.
Posted at Sat Oct 17 06:31:32 2015 UTC (9 years, 6 months, 3 days, 6 hours, 45 minutes, and 56 seconds ago)Changed how lists of characters in rooms are displayed to reduce repeated text.
Posted at Sun Oct 18 20:28:48 2015 UTC (9 years, 6 months, 1 day, 16 hours, 48 minutes, and 40 seconds ago)Fixed an issue regarding Spinward's interraction with Coreward chart types having an incorrect skill modifier. We apologize for any inconvenience that this has caused.
Posted at Sun Oct 18 21:11:13 2015 UTC (9 years, 6 months, 1 day, 16 hours, 6 minutes, and 15 seconds ago)Base block ships will now acquire a portion of the speed bonus of modular ships docked to them.
Posted at Mon Oct 19 01:36:12 2015 UTC (9 years, 6 months, 1 day, 11 hours, 41 minutes, and 16 seconds ago)Microwaves now turn room temperature foods into hot foods.
Posted at Mon Oct 19 14:42:37 2015 UTC (9 years, 6 months, 22 hours, 34 minutes, and 51 seconds ago)Starchart containers are now a new object class. Both starcharts and their containers now have the 'starchart' category for the purposes of space market classification and the VIEW command. The different starchart types are only appropriate for certain containers, so you may find that some of your slipcloths have become binders.
Posted at Thu Oct 22 05:25:38 2015 UTC (9 years, 5 months, 28 days, 7 hours, 51 minutes, and 50 seconds ago)Characters with starchart skill, even ones under 1000 aggregate points, will no longer be idle-purged.
Posted at Fri Oct 23 08:17:26 2015 UTC (9 years, 5 months, 27 days, 5 hours, and 2 seconds ago)By popular demand, you can now UNDRESS INTO a thing. Or ONTO!
Posted at Mon Oct 26 02:31:23 2015 UTC (9 years, 5 months, 24 days, 10 hours, 46 minutes, and 5 seconds ago)Fixed a change that would've made QSAs potentially whole 2 seconds slower than intended!
Posted at Mon Oct 26 23:58:47 2015 UTC (9 years, 5 months, 23 days, 13 hours, 18 minutes, and 41 seconds ago)The Morningstar gunship has been adjusted. First of all, wasps now take their ammunition from reserves aboard the ship and return whatever is left when they dock again. To accommodate this, the Morningstar's base cargo capacity has been doubled. Also, its base charge has been reduced.
Posted at Tue Oct 27 18:52:11 2015 UTC (9 years, 5 months, 22 days, 18 hours, 25 minutes, and 17 seconds ago)Wasps will now carry less ammunition.
Posted at Tue Oct 27 19:34:30 2015 UTC (9 years, 5 months, 22 days, 17 hours, 42 minutes, and 58 seconds ago)The Landfall bobblehead store now sells something rather than nothing.
Posted at Tue Oct 27 23:53:15 2015 UTC (9 years, 5 months, 22 days, 13 hours, 24 minutes, and 13 seconds ago)The flowmill may now be equipped on slightly larger vessels.
Posted at Wed Oct 28 00:29:06 2015 UTC (9 years, 5 months, 22 days, 12 hours, 48 minutes, and 22 seconds ago)Warships are now forbidden from utilizing most exploration upgrades.
Posted at Wed Oct 28 00:31:18 2015 UTC (9 years, 5 months, 22 days, 12 hours, 46 minutes, and 10 seconds ago)Reduced some of the downsides for the "High-Capacity Low-Output Energy Storage System" upgrade
Posted at Wed Oct 28 00:49:28 2015 UTC (9 years, 5 months, 22 days, 12 hours, and 28 minutes ago)Forecaster stations will now report current conditions when a ship enters the sector.
Posted at Wed Oct 28 07:10:00 2015 UTC (9 years, 5 months, 22 days, 6 hours, 7 minutes, and 28 seconds ago)Starcharts listed on the space market will now state their notation type, form factor, radius, origin, and if it's temporary or not! Starchart cases with starcharts in them will do similar, only they won't include the form factor. Starchart cases WITHOUT starcharts in them, however, will expressly state that they are empty!
Posted at Wed Oct 28 09:17:13 2015 UTC (9 years, 5 months, 22 days, 4 hours, and 15 seconds ago)Drastically changed how rift hallucinations work in the back-end. It should have absolutely no apparent change to a player, so if there is a sudden apparent change, please let us know!
Posted at Wed Oct 28 12:53:21 2015 UTC (9 years, 5 months, 22 days, 24 minutes, and 7 seconds ago)The way garages and landing pads work has changed!
Ships are no longer automatically transported from the garage if you try to enter them from the pad.
You may enter any garaged ship from inside the garage.
When you exit a ship that is in the garage, you end up in the garage now instead of on the pad.
For your convenience, stairs have been added to the garages on major spaceports that take you to the pilot lounge.
Posted at Fri Oct 30 06:33:04 2015 UTC (9 years, 5 months, 20 days, 6 hours, 44 minutes, and 24 seconds ago)Starship tickets on the space market now show the exact model that they redeem into, or if the ticket has already been redeemed!
Posted at Fri Oct 30 07:27:17 2015 UTC (9 years, 5 months, 20 days, 5 hours, 50 minutes, and 11 seconds ago)Fixed space market histories. Any histories from between the time they were broken and the time in which they were fixed have been lost, unfortunately.
Posted at Sat Oct 31 00:00:49 2015 UTC (9 years, 5 months, 19 days, 13 hours, 16 minutes, and 39 seconds ago)You may now 'read' and 'clear' your phone as quick ways to access their message board reader functions!
Posted at Sun Nov 1 19:36:01 2015 UTC (9 years, 5 months, 17 days, 17 hours, 41 minutes, and 27 seconds ago)Rebalanced some aspects of chartmaking, particularly for higher skill levels, and also adjusted pricing and availability in light of how we've seen this equipment being used thus far (in particular, the practice of using multiple mainframes for one set of observatories, which would make temporary charts far less rare overall than we initially envisioned).
Posted at Sun Nov 1 20:15:02 2015 UTC (9 years, 5 months, 17 days, 17 hours, 2 minutes, and 26 seconds ago)The INFO command now states if you're able to teach others how to use starcharts or not.
Posted at Mon Nov 2 01:01:22 2015 UTC (9 years, 5 months, 17 days, 12 hours, 16 minutes, and 6 seconds ago)Earned/'free' ships such as the runabout incorrectly charged people at the purchase stage. Anyone who bought a runabout before the bug was fixed has been credited 120,000,000 credits of their own alliance.
Posted at Mon Nov 2 05:28:06 2015 UTC (9 years, 5 months, 17 days, 7 hours, 49 minutes, and 22 seconds ago)Fixed an issue where locations were sometimes labeled relative to destinations that aren't actually known.
Posted at Mon Nov 2 22:32:44 2015 UTC (9 years, 5 months, 16 days, 14 hours, 44 minutes, and 44 seconds ago)Regenerative abilities are now modified by armour, similar to direct/spike heals.
Posted at Wed Nov 4 00:37:07 2015 UTC (9 years, 5 months, 15 days, 12 hours, 40 minutes, and 21 seconds ago)Regenerative abilities now properly generate enmity.
Posted at Wed Nov 4 00:37:15 2015 UTC (9 years, 5 months, 15 days, 12 hours, 40 minutes, and 13 seconds ago)We got rid of some socials.
Posted at Wed Nov 4 04:49:18 2015 UTC (9 years, 5 months, 15 days, 8 hours, 28 minutes, and 10 seconds ago)@give-props now gives props instead of tracebacks.
Posted at Wed Nov 4 08:03:23 2015 UTC (9 years, 5 months, 15 days, 5 hours, 14 minutes, and 5 seconds ago)@give-props now has a help file.
Posted at Thu Nov 5 01:43:42 2015 UTC (9 years, 5 months, 14 days, 11 hours, 33 minutes, and 46 seconds ago)Implemented glyph trading. You can deposit a glyph at the facility for free, putting it into storage! Storing a glyph has a lengthy cooldown period, and installing a glyph that has been deposited into the bank of glyphs costs an amount of credits. Trade glyphs with your friends!
Posted at Thu Nov 5 02:42:28 2015 UTC (9 years, 5 months, 14 days, 10 hours, and 35 minutes ago)Fixed an exploit with glyph trading that allowed a suit to possess every glyph.
Posted at Thu Nov 5 07:53:00 2015 UTC (9 years, 5 months, 14 days, 5 hours, 24 minutes, and 28 seconds ago)Sent out a first wave of preapprovals for Mutuality characters. All current Mutuality characters are preapproved as well, if they want to reroll for some reason.
Posted at Fri Nov 6 08:08:05 2015 UTC (9 years, 5 months, 13 days, 5 hours, 9 minutes, and 23 seconds ago)Updated "Aces and Veterans" helpfile somwehat.
Posted at Sat Nov 7 07:33:40 2015 UTC (9 years, 5 months, 12 days, 5 hours, 43 minutes, and 48 seconds ago)Fixed an issue that put ships in riftstorms that didn't actually exist. Probably.
Posted at Sat Nov 7 23:32:32 2015 UTC (9 years, 5 months, 11 days, 13 hours, 44 minutes, and 56 seconds ago)You can now change rift drive trim and heading outside of the rift. Probably!
Posted at Sun Nov 8 02:51:49 2015 UTC (9 years, 5 months, 11 days, 10 hours, 25 minutes, and 39 seconds ago)Rift condition forecasters now properly show the current riftflow conditions if there's a storm in the area. Enjoy stormy rift knowledge!
Posted at Sun Nov 8 09:40:15 2015 UTC (9 years, 5 months, 11 days, 3 hours, 37 minutes, and 13 seconds ago)Reduced penalties to the high capacity battery upgrade further, to encourage continued usage.
Posted at Sun Nov 8 10:32:30 2015 UTC (9 years, 5 months, 11 days, 2 hours, 44 minutes, and 58 seconds ago)Trade centers are now more explicit if your trade ship is not located there, instead of stating that you have no ships.
Posted at Mon Nov 9 07:58:09 2015 UTC (9 years, 5 months, 10 days, 5 hours, 19 minutes, and 19 seconds ago)Suit radios now pay slightly closer attention to what ship you're on.
Posted at Thu Nov 12 16:19:02 2015 UTC (9 years, 5 months, 6 days, 20 hours, 58 minutes, and 26 seconds ago)The points command now mentions the long forgotten point centers.
Posted at Sat Nov 14 00:55:33 2015 UTC (9 years, 5 months, 5 days, 12 hours, 21 minutes, and 55 seconds ago)The prototype Scythe is now a warship.
Posted at Sat Nov 14 07:45:33 2015 UTC (9 years, 5 months, 5 days, 5 hours, 31 minutes, and 55 seconds ago)LISTing recipes in a workbench will now show how many of a particular item are in the workbench's supplies.
This only applies to materials that can be stored within a workbench.
Posted at Sat Nov 14 07:53:54 2015 UTC (9 years, 5 months, 5 days, 5 hours, 23 minutes, and 34 seconds ago)You can now specify a movement style by stating the movement style after move-options! It only works with styles that are already in the list.
Posted at Sat Nov 14 08:08:59 2015 UTC (9 years, 5 months, 5 days, 5 hours, 8 minutes, and 29 seconds ago)The Missile Defender, Avenger, and Flare are now all considered warships as well.
Posted at Sat Nov 14 08:15:31 2015 UTC (9 years, 5 months, 5 days, 5 hours, 1 minute, and 57 seconds ago)Areas where ground combat is performed (i.e. RATS nests and teslaworld) will show up in a different color on the minimap. And other visual maps, for that matter.
Posted at Sat Nov 14 08:51:25 2015 UTC (9 years, 5 months, 5 days, 4 hours, 26 minutes, and 3 seconds ago)Local starship message boards and QE comms should now update properly when a ship is renamed.
Posted at Sat Nov 14 18:45:47 2015 UTC (9 years, 5 months, 4 days, 18 hours, 31 minutes, and 41 seconds ago)Message board posts will now be subject to scrambling! Please look forward to it!
Posted at Sun Nov 15 23:23:04 2015 UTC (9 years, 5 months, 3 days, 13 hours, 54 minutes, and 24 seconds ago)Ships no longer show up as their class on long-range scan, but rather their extremely vaguely-defined energy signature sizes. In the future, sectors will probably be condensed into a single energy signature. But that day is not today! Enjoy miniscule energy signatures!
Posted at Mon Nov 16 11:08:45 2015 UTC (9 years, 5 months, 3 days, 2 hours, 8 minutes, and 43 seconds ago)Fixed a bug where illegal upgrades remained functional upon undocking a ship from a base block vessel or otherwise making a vessel have an illegal combination after the original installation weren't actually rendered nonfunctional even though they rightfully should have been.... Probably.
Posted at Mon Nov 16 11:26:41 2015 UTC (9 years, 5 months, 3 days, 1 hour, 50 minutes, and 47 seconds ago)Fixed an issue where felo pets would not display when they were getting old. It may be depressing, but perhaps better than having no forewarning!
Posted at Mon Nov 16 18:42:35 2015 UTC (9 years, 5 months, 2 days, 18 hours, 34 minutes, and 53 seconds ago)We changed some battlesuit descriptions.
Posted at Tue Nov 17 13:01:26 2015 UTC (9 years, 5 months, 2 days, 16 minutes, and 2 seconds ago)Added a craftable clock upgrade for starships, that displays in either GST (for a GST-using ship) or CT. (for a cylical time ship)
Note: Cylical time isn't TCT.
Posted at Wed Nov 18 03:06:27 2015 UTC (9 years, 5 months, 1 day, 10 hours, 11 minutes, and 1 second ago)RATS and Glyph Defenders should no longer despawn immediately upon leaving the sector.
Posted at Thu Nov 19 14:16:49 2015 UTC (9 years, 4 months, 30 days, 23 hours, and 39 seconds ago)Capsules will no longer hold robots and hoverpallets.
Posted at Thu Nov 19 14:35:30 2015 UTC (9 years, 4 months, 30 days, 22 hours, 41 minutes, and 58 seconds ago)Changed starchart creation skill caps to use rounder numbers for distances in the future. This will result in very, very slight increases or decreases depending on where the nearest round number was.
Posted at Thu Nov 19 18:49:29 2015 UTC (9 years, 4 months, 30 days, 18 hours, 27 minutes, and 59 seconds ago)Fixed a bug preventing Mutuality preapproved characters from actually utilizing their preapproval without hostly intervention.
Posted at Fri Nov 20 10:46:56 2015 UTC (9 years, 4 months, 30 days, 2 hours, 30 minutes, and 32 seconds ago)Fixed an edge case wherein a ship might do 60-750x more damage than expected.
Posted at Sun Nov 22 05:47:20 2015 UTC (9 years, 4 months, 28 days, 7 hours, 30 minutes, and 8 seconds ago)To encourage the usage of scouts for scouting, we have reduced the severity of rift drive failures for them.
Posted at Tue Nov 24 14:47:13 2015 UTC (9 years, 4 months, 25 days, 22 hours, 30 minutes, and 15 seconds ago)Clarification: Only scouts that are specifically designed for exploration get this boon.
Posted at Tue Nov 24 14:57:23 2015 UTC (9 years, 4 months, 25 days, 22 hours, 20 minutes, and 5 seconds ago)Certain healing abilities, primarily microdrones but also abilities from suits that are expected to have armour such as the Nouveau Quebec and the Spinward Clan suits, now ignore the penalty from armor.
We're going to be watching carefully for any trends in strategy and adjust abilities accordingly.
Posted at Sat Nov 28 17:02:48 2015 UTC (9 years, 4 months, 21 days, 20 hours, 14 minutes, and 40 seconds ago)Added an extremely limited form of the WHERE command for players. This is on a trial basis only, and is opt-out for anyone who's creeped out by such things.
Posted at Sat Nov 28 18:25:15 2015 UTC (9 years, 4 months, 21 days, 18 hours, 52 minutes, and 13 seconds ago)Fixed a two year old bug that kept hundreds of ships from disappearing off of the face of the database forever.
Posted at Sun Nov 29 23:03:49 2015 UTC (9 years, 4 months, 20 days, 14 hours, 13 minutes, and 39 seconds ago)You knew it was coming!
Introducing...
STARCHARTS GET DAMAGED WHEN THEY GO SOMEWHERE WHERE A STARCHART SHOULDN'T!
Enjoy the sound effects from such actions.
Posted at Mon Nov 30 06:08:04 2015 UTC (9 years, 4 months, 20 days, 7 hours, 9 minutes, and 24 seconds ago)Fixed a thing that made scouting the megapod harder with the proper number of people for scouting the megapod. Now it is normal difficulty if you bring the proper number of people to scout the megapod. Which is five.
Posted at Wed Dec 2 00:00:16 2015 UTC (9 years, 4 months, 18 days, 13 hours, 17 minutes, and 12 seconds ago)Exciting command reducing auto-opened packages now actually work properly.
Posted at Wed Dec 2 01:29:20 2015 UTC (9 years, 4 months, 18 days, 11 hours, 48 minutes, and 8 seconds ago)Fixed a bug that would result in the untimely demise of felo on things that shouldn't cause their untimely demise.
Posted at Wed Dec 2 01:37:37 2015 UTC (9 years, 4 months, 18 days, 11 hours, 39 minutes, and 51 seconds ago)The slaver trial no longer guest stars noted out of character entity Gordon Belk.
Posted at Wed Dec 2 01:47:10 2015 UTC (9 years, 4 months, 18 days, 11 hours, 30 minutes, and 18 seconds ago)Certain special ships that were not appearing in the starship registry now will.
Posted at Sat Dec 5 14:52:10 2015 UTC (9 years, 4 months, 14 days, 22 hours, 25 minutes, and 18 seconds ago)Local ship message boards will no longer be subject to scrambling.
Posted at Sat Dec 5 14:59:12 2015 UTC (9 years, 4 months, 14 days, 22 hours, 18 minutes, and 16 seconds ago)This fix was far more noticeable than I anticipated, so it's time to belatedly changelog:
Fixed an issue where multipliers to enemy HP and DPS were not being applied correctly to overmanned nests and other ground missions. Specifically, even with eight people on a nest, enemy HP was about 87% of what is set in the enemy database, which was far too low.
Ground missions with the desired number of participants may have been affected slightly too, but, I think, less than people seem to believe. Enemy attributes would have gone, at most, from around 80% of what was intended to 100%. Players are reporting that matching battlesuit tiers closely is now more important, which is a reasonable practice and will tend to make things less chaotic. For best results, always match to the highest tier of the lowest point participant.
The real issue is that many things were balanced while this bug was going undiscovered, so some missions and encounters may currently be overtuned. We intend to continue to work on this while also making it more clear how many people are expected on different types of ground missions.
Posted at Sun Dec 6 17:49:28 2015 UTC (9 years, 4 months, 13 days, 19 hours, and 28 minutes ago)Starship refit stores will now send communicator notices when your ship is ready,
Posted at Wed Dec 9 09:47:10 2015 UTC (9 years, 4 months, 11 days, 3 hours, 30 minutes, and 18 seconds ago)SSN no longer sells equipment for the Odyssey.
Posted at Wed Dec 9 09:47:29 2015 UTC (9 years, 4 months, 11 days, 3 hours, 29 minutes, and 59 seconds ago)The space bus might now be subject to comm scrambling. Maybe. Maybe everything broke horribly! Who knows!!!!
Posted at Sun Dec 13 20:33:23 2015 UTC (9 years, 4 months, 6 days, 16 hours, 44 minutes, and 5 seconds ago)You can no-longer claim a courier ship as lost when it's just in the garage. Additionally, it now has a confirmation prompt.
Posted at Sun Dec 13 20:55:42 2015 UTC (9 years, 4 months, 6 days, 16 hours, 21 minutes, and 46 seconds ago)Added some quality of life improvements to station module purchasing.
- You can now use CORE/TOP/SIDE/POWER commands to go directly to the menu for that module class.
- The menu will no longer ask which ship you wish to put the module on if you have selected a ship in the past ten minutes. You can reset this by answering 'no' to the confirmation prompt.
- Using the REPEAT command will repeat a purchase with all of your last selections. In order words, if you need to buy the same passive beacon for the same ship five times, purchase it once as normal and then use the REPEAT command four times.
- Organization founders and trustees can temporarily suspend the use of vassal megacredits with the SUSPEND command. The suspension lasts for one hour or until toggled off with the same command.
Posted at Mon Dec 14 19:33:38 2015 UTC (9 years, 4 months, 5 days, 17 hours, 43 minutes, and 50 seconds ago)Ground combat enemies will now erase their enmity for a target if they destroy it. This means they should stop racing for the mission start room when a destroyed player returns to the mission.
Posted at Mon Dec 14 19:51:29 2015 UTC (9 years, 4 months, 5 days, 17 hours, 25 minutes, and 59 seconds ago)The encounter reset mechanic will now remove enemies added by abilities, such as Mother's MITEs and replicated MICE.
Posted at Tue Dec 15 16:24:15 2015 UTC (9 years, 4 months, 4 days, 20 hours, 53 minutes, and 13 seconds ago)Prevented ships on autotravel from dropping into sectors that are not their destination.
Posted at Tue Dec 15 22:52:14 2015 UTC (9 years, 4 months, 4 days, 14 hours, 25 minutes, and 14 seconds ago)Wasp telepresence and AI secondary access terminal constructs should no longer error when typing 'out' to exit them.
Posted at Wed Dec 16 09:37:02 2015 UTC (9 years, 4 months, 4 days, 3 hours, 40 minutes, and 26 seconds ago)AI pod inhabitants can now check starship status as you could from engineering.
Posted at Wed Dec 16 09:40:33 2015 UTC (9 years, 4 months, 4 days, 3 hours, 36 minutes, and 55 seconds ago)Fixed a bug wherein AI pod inhabitants would not get a full damage output display.
Posted at Wed Dec 16 09:42:10 2015 UTC (9 years, 4 months, 4 days, 3 hours, 35 minutes, and 18 seconds ago)Smartgoggles now show in their name if they're on or not. Enjoy brightly glowing lenses!
Posted at Thu Dec 17 03:55:13 2015 UTC (9 years, 4 months, 3 days, 9 hours, 22 minutes, and 15 seconds ago)Smartgoggles automatically turn off when you take them off.
Posted at Thu Dec 17 03:58:23 2015 UTC (9 years, 4 months, 3 days, 9 hours, 19 minutes, and 5 seconds ago)AI secondary access terminal constructs can now actually see the contents of a scanning/manipulation pedestal.
Posted at Thu Dec 17 07:30:51 2015 UTC (9 years, 4 months, 3 days, 5 hours, 46 minutes, and 37 seconds ago)Various updates and improvements to apartment buildings today. These apply only to planetary luxury apartments.
- Apartment lobbies and landings now have a LIFT command to take you swiftly between the lobby and the hall outside your apartment.
- Apartment buildings now include a mail room. All residents of the building -- not just the primary tenant -- may reroute their mail here.
- Related to the above, to prevent the obvious trick, there is now a four day cooldown for rerouting your mail. Choose carefully!
- Apartment lobbies now list a phone number for the front desk. You may call this number to pay your rent over the phone, or, more interestingly, call a taxi. You can call a taxi from inside the building in order to get a ride to the spaceport. You may also call it from the local landing pad or the streets of the city to get a taxi to your apartment building. (This involves new player location tracking, so you may need to pass through a landing pad one time before it will work properly.)
- Finally, good news for our Fringe players: The reconstruction of the Chetumal City boardwalk is taking a long time and won't be happening anytime soon given how shortstaffed we've been, so a new apartment building has been placed near Joan's Beach. This may not be its permanent location.
Posted at Thu Dec 17 20:53:27 2015 UTC (9 years, 4 months, 2 days, 16 hours, 24 minutes, and 1 second ago)AI pod inhabitants can now perform a diagnostic sweep with the SYSTEMS command to figure out what systems are powered. They can't power up a system on their own, however.
Posted at Fri Dec 18 01:45:25 2015 UTC (9 years, 4 months, 2 days, 11 hours, 32 minutes, and 3 seconds ago)Someone's eyes will no longer be visible while they're wearing activated smartgoggles.
Posted at Fri Dec 18 03:03:24 2015 UTC (9 years, 4 months, 2 days, 10 hours, 14 minutes, and 4 seconds ago)Leaving a sector as an AI secondary access terminal construct should now maybe not traceback.
Posted at Fri Dec 18 06:35:57 2015 UTC (9 years, 4 months, 2 days, 6 hours, 41 minutes, and 31 seconds ago)A certain popular iOS MUD client tends to disagree with our login system and add in a strange character upon the first login attempt, preventing it from succeeding. This offending character will now be excised, hopefully resulting in more successful logins.
Posted at Fri Dec 18 15:47:16 2015 UTC (9 years, 4 months, 1 day, 21 hours, 30 minutes, and 12 seconds ago)Pieces of debris from chunks that break apart will now have the chunk's grade instead of the general grade of the debris area. For example, if you break up a grade 51 chunk in a grade 42 average debris area, the pieces will now be grade 51 instead of 42.
Posted at Sat Dec 19 05:35:49 2015 UTC (9 years, 4 months, 1 day, 7 hours, 41 minutes, and 39 seconds ago)AI secondary access terminal construct users now synchronize with the AI pod inhabitant in the same way that the AI pod inhabitant synchronizes with the AI core memory unit. This currently does nothing and is completely untested. Don't worry, it'll have a use in the very near future.
Posted at Sat Dec 19 13:57:59 2015 UTC (9 years, 4 months, 23 hours, 19 minutes, and 29 seconds ago)Airlocks are no longer a cleverly designed Tardick lizard trap.
Posted at Sat Dec 19 16:51:37 2015 UTC (9 years, 4 months, 20 hours, 25 minutes, and 51 seconds ago)Luxury apartment owners: Wondering what to do with those holiday trees on December 26th? Got unused furniture or hoverpallets hanging around your apartment? Worry no more, with new SELF-STORAGE UNITS! Available in your building, self-storage units will store your bulky items in total safety, accessible only to you and the residents you have allowed.
Posted at Sun Dec 20 18:21:19 2015 UTC (9 years, 3 months, 30 days, 18 hours, 56 minutes, and 9 seconds ago)Fixed a bug causing the CatBot to always meow even when it was meant to use different messages. Also added a TRICK command.
Posted at Sun Dec 20 19:43:13 2015 UTC (9 years, 3 months, 30 days, 17 hours, 34 minutes, and 15 seconds ago)Fixed an exploit allowing players to transmit on channels while out of comms.
Posted at Mon Dec 21 09:29:13 2015 UTC (9 years, 3 months, 30 days, 3 hours, 48 minutes, and 15 seconds ago)Sanitation drones are now visiting new and exciting places. However, we've also made it so that newly dropped objects are safe for one hour. Things that are terribly important to you (workbenches, robots, felo, etc.) should be safe in any event. Please open a prompt support ticket if they eat anything important.
Posted at Thu Dec 24 03:36:39 2015 UTC (9 years, 3 months, 27 days, 9 hours, 40 minutes, and 49 seconds ago)The upgrade 'Odyssey Power System Reconfiguration Data Suite' is now per-user to be interfaced to the AI pod to gain benefits.
- Benefits lie dormant while the pod is empty. (i.e. the ship takes on full power drain)
- Benefits resume when someone re-enters the pod.
- Multiple people can optimize the ships power systems, but only one set of benefits applies at a time.
- Example to the previous note: If person A spends 6 hours in the pod, and person B spends 30 minutes, the benefits applied will depend on who is in the pod. If person A is in the pod, the full six hour optimization applies. If person B is in the pod, only the 30 minutes that they have spent optimizing applies. If person C enters the pod with no time at all in the pod for this power up, full power drain will apply, and a third set of optimizations will begin.
- As before, all optimization is lost once the ship is powered down.
Currently, optimizations don't decay, but we might consider it in the future.
Posted at Thu Dec 24 10:50:43 2015 UTC (9 years, 3 months, 27 days, 2 hours, 26 minutes, and 45 seconds ago)Tardick lizards no longer have the ability to magically enter AI pods and cause everyone trouble.
Posted at Thu Dec 24 11:47:40 2015 UTC (9 years, 3 months, 27 days, 1 hour, 29 minutes, and 48 seconds ago)Ships with an AI pod can now have upgrades bolted in their engineering room, since they don't have a control room.
Posted at Sat Dec 26 09:34:49 2015 UTC (9 years, 3 months, 25 days, 3 hours, 42 minutes, and 39 seconds ago)Space imagers are now usable from the observation deck of all ships with an observation deck. Forward observation also counts, so it's the observation bit that matters.
Posted at Sat Dec 26 09:38:54 2015 UTC (9 years, 3 months, 25 days, 3 hours, 38 minutes, and 34 seconds ago)Salvage tools can now be traded in for a portion of their value when you replace them. Alternatively, you can deposit the equipment for later use. This means, for example, that you can swap between two types of grapples freely, once you've purchased both.
Posted at Sun Dec 27 18:23:40 2015 UTC (9 years, 3 months, 23 days, 18 hours, 53 minutes, and 48 seconds ago)Ships may now hold more than one atmospheric scoop. You can use the MOVESCOOP command on a landing pad to move a scoop from one ship to another. This is meant to enable scooping with friends! There is little advantage to owning more than one scoop on a ship, just as there wasn't for owning more than one scooping ship previously, but you can do so if you wish.
Scoops remember their owner and are locked to that person. Engineering status will show what scoops are on board. All scoops may be deployed simultaneously and can use the COMM command (or RADIO, or CO, or RA) to communicate. Although the tritium will appear to be mixed, everyone will be paid individually for the amount and purity of tritium they personally scooped.
This has no mechanical advantage, but several people have asked for cooperative scooping, so here you go!
Posted at Sun Dec 27 21:36:11 2015 UTC (9 years, 3 months, 23 days, 15 hours, 41 minutes, and 17 seconds ago)Items ordered from SSN will now have their value set properly for the purposes of pawning and restricting high-value gifts to new players.
Posted at Tue Dec 29 19:12:19 2015 UTC (9 years, 3 months, 21 days, 18 hours, 5 minutes, and 9 seconds ago)The list of organization-owned starships that appeared under SHIPINFO for organization trustees has been separated out into the ORGSHIPINFO command.
Posted at Sun Jan 3 01:07:17 2016 UTC (9 years, 3 months, 17 days, 12 hours, 10 minutes, and 11 seconds ago)Alliance support information in SHIPINFO will now indicate when you are within the one week grace period, as well as when the next purchase of that ship model will push you out of alliance support.
Posted at Sun Jan 3 01:20:21 2016 UTC (9 years, 3 months, 17 days, 11 hours, 57 minutes, and 7 seconds ago)Ships unavailable due to your status within the fleet (i.e. 13th fleet) now say as much in the ship menu.
Posted at Sun Jan 3 05:18:05 2016 UTC (9 years, 3 months, 17 days, 7 hours, 59 minutes, and 23 seconds ago)AEU explorer corps status will now show in the users list for all AEU pilots as a who-list tag, similar to an ace or veteran.
Posted at Sun Jan 3 05:27:02 2016 UTC (9 years, 3 months, 17 days, 7 hours, 50 minutes, and 26 seconds ago)The ship registry is now slightly less likely to list debug ships.
Posted at Thu Jan 7 03:17:45 2016 UTC (9 years, 3 months, 13 days, 9 hours, 59 minutes, and 43 seconds ago)Increased the megacredit output from salvage ops. This might need further tweaking.
Posted at Thu Jan 7 22:39:18 2016 UTC (9 years, 3 months, 12 days, 14 hours, 38 minutes, and 10 seconds ago)The ship AI can now join games, if there's an AI accessible tool in the same room as the game being played.
Posted at Tue Jan 12 03:27:56 2016 UTC (9 years, 3 months, 8 days, 9 hours, 49 minutes, and 32 seconds ago)Ships with the escape pod rescue system can now use MOTHERSHIP within the control room to change the authorization.
Posted at Sun Jan 17 00:39:17 2016 UTC (9 years, 3 months, 3 days, 12 hours, 38 minutes, and 11 seconds ago)Temp station long-range scans now properly displays energy signatures.
Posted at Sun Jan 17 00:46:41 2016 UTC (9 years, 3 months, 3 days, 12 hours, 30 minutes, and 47 seconds ago)Mutuality members can now use the TRANSPONDER command to switch to an unreg transponder, should it seem prudent to do so.
Posted at Mon Jan 18 17:58:10 2016 UTC (9 years, 3 months, 1 day, 19 hours, 19 minutes, and 18 seconds ago)The AI can now use the QE comm with QECOMM.
Posted at Tue Jan 19 07:47:48 2016 UTC (9 years, 3 months, 1 day, 5 hours, 29 minutes, and 40 seconds ago)Multiples (those things where you GET them and retrieve another item) that dispense food will now be subject to spoiling as if they were food themselves, as one might expect.
Posted at Tue Jan 19 16:02:47 2016 UTC (9 years, 3 months, 21 hours, 14 minutes, and 41 seconds ago)Hail and well met! Rifty Steurms Combinen Nau. Bork Bork Bork!
Posted at Thu Jan 21 01:46:47 2016 UTC (9 years, 2 months, 29 days, 11 hours, 30 minutes, and 41 seconds ago)Point requirements for salvage equipment will now be considered when determining whether a player qualifies to rent an organization ship.
Posted at Wed Jan 27 17:19:16 2016 UTC (9 years, 2 months, 22 days, 19 hours, 58 minutes, and 12 seconds ago)Auto-transporting ships from the garage when entering them from the landing pad is re-enabled.
Posted at Wed Jan 27 17:26:49 2016 UTC (9 years, 2 months, 22 days, 19 hours, 50 minutes, and 39 seconds ago)Added it/her/him keywords to the matching system. For example, try 'get shirt from bag' followed by 'wear it'.
Posted at Wed Jan 27 19:28:58 2016 UTC (9 years, 2 months, 22 days, 17 hours, 48 minutes, and 30 seconds ago)First aid kits will now be stocked aboard all ships. They will be loaded/restocked upon going to a landing pad controlled by an alliance or the Accord. You can find it in the ship's head.
Posted at Sat Jan 30 00:55:09 2016 UTC (9 years, 2 months, 20 days, 12 hours, 22 minutes, and 19 seconds ago)Performing a visual scan will now provide the option to also take a space imaging photograph, if you have the proper equipment.
Posted at Sun Jan 31 18:07:38 2016 UTC (9 years, 2 months, 18 days, 19 hours, 9 minutes, and 50 seconds ago)Fixed an issue where friendly pirates would show up on salvage ops.
Posted at Sun Jan 31 20:03:43 2016 UTC (9 years, 2 months, 18 days, 17 hours, 13 minutes, and 45 seconds ago)Robot whistlers now have more options for companionship on long, lonely nights.
Posted at Tue Feb 2 23:01:54 2016 UTC (9 years, 2 months, 16 days, 14 hours, 15 minutes, and 34 seconds ago)Progress with AI-based learning systems (such as the optimizable power system) now regresses for the primary user in the case of a secondary user interfacing.
Posted at Sun Feb 14 12:36:01 2016 UTC (9 years, 2 months, 5 days, 41 minutes, and 27 seconds ago)Fixed an issue that allowed AI pod users to gain experience with their core in a powered down ship.
Posted at Sun Feb 14 12:52:29 2016 UTC (9 years, 2 months, 5 days, 24 minutes, and 59 seconds ago)You can no longer use your phone's temporary station reference device while out of communications range. Just like the standalone ones!
Posted at Mon Feb 15 10:23:04 2016 UTC (9 years, 2 months, 4 days, 2 hours, 54 minutes, and 24 seconds ago)Fixed a bug that, in certain circumstances, would make a ship falsely report that it was leaving a storm.
Posted at Mon Feb 15 22:07:54 2016 UTC (9 years, 2 months, 3 days, 15 hours, 9 minutes, and 34 seconds ago)Inactive vassal organizations will no longer have megacredits levied and will not be included as station contributors through the thane/vassal relationship.
Posted at Fri Feb 19 19:08:21 2016 UTC (9 years, 1 month, 30 days, 18 hours, 9 minutes, and 7 seconds ago)It will now appear in the login report when your organization is inactive and can determine an acting founder.
Posted at Fri Feb 19 19:08:58 2016 UTC (9 years, 1 month, 30 days, 18 hours, 8 minutes, and 30 seconds ago)Active sensor ping records are now slightly less psychic than before.
Posted at Fri Feb 26 15:28:12 2016 UTC (9 years, 1 month, 23 days, 21 hours, 49 minutes, and 16 seconds ago)NPCs operating ships have had their telekinesis scaled back dramatically.
Posted at Sun Feb 28 14:11:34 2016 UTC (9 years, 1 month, 21 days, 23 hours, 5 minutes, and 54 seconds ago)Spaceport authorities should no longer demand that you clear the pad when there is actually nowhere to go.
Posted at Mon Feb 29 23:30:06 2016 UTC (9 years, 1 month, 20 days, 13 hours, 47 minutes, and 22 seconds ago)The Torus Xenology center has a new tool for ships planning on extended trips with many passengers. Tool is for external use only and comes with no warranty, express or implied.
Posted at Sat Mar 5 08:05:20 2016 UTC (9 years, 1 month, 16 days, 5 hours, 12 minutes, and 8 seconds ago)Please use the 'CLEAR
Changed a few things with the riftstorm locator so storms no longer appear to disappear.
Posted at Mon Mar 14 16:48:52 2016 UTC (9 years, 1 month, 6 days, 20 hours, 28 minutes, and 36 seconds ago)Simulated ships now clean up after themselves in a friendlier manner.
Posted at Wed Mar 30 20:57:58 2016 UTC (9 years, 20 days, 16 hours, 19 minutes, and 30 seconds ago)Cartography and observatory module availability is now tied to starchart skill.
Posted at Thu Mar 31 18:56:28 2016 UTC (9 years, 19 days, 18 hours, and 21 minutes ago)Squad chat is now slightly less psychic.
Posted at Fri Apr 1 18:37:49 2016 UTC (9 years, 18 days, 18 hours, 39 minutes, and 39 seconds ago)A common lounge fixture has been relocated to a more suitable lurking point.
Posted at Tue Apr 5 23:35:29 2016 UTC (9 years, 14 days, 13 hours, 41 minutes, and 59 seconds ago)Standardized matching for the 'clear' command (and made it actually work again on message board readers and phones).
Posted at Tue Apr 12 21:18:46 2016 UTC (9 years, 7 days, 15 hours, 58 minutes, and 42 seconds ago)Overloaded ships will be slightly less happy about their situation.
Posted at Wed Apr 13 04:49:35 2016 UTC (9 years, 7 days, 8 hours, 27 minutes, and 53 seconds ago)Some items inside temp stations will now be lost with the station.
Posted at Thu Apr 28 14:02:08 2016 UTC (8 years, 11 months, 22 days, 23 hours, 15 minutes, and 20 seconds ago)Starship autovector units have been relubricated and their bearings reconditioned.
Posted at Sat May 7 01:41:43 2016 UTC (8 years, 11 months, 14 days, 11 hours, 35 minutes, and 45 seconds ago)The extra long-range NDB will no longer override a standard range NDB provided by The Torus.
Posted at Tue May 24 21:34:15 2016 UTC (8 years, 10 months, 24 days, 15 hours, 43 minutes, and 13 seconds ago)Airfort medical creches are now slightly more mindful of their supplies.
Posted at Tue May 31 14:34:40 2016 UTC (8 years, 10 months, 17 days, 22 hours, 42 minutes, and 48 seconds ago)The account system backend has had a slight tweak regarding verification. If you notice any weirdness (being told you're not verified when you are) please mention it to us.
Posted at Thu Jun 2 22:18:21 2016 UTC (8 years, 10 months, 15 days, 14 hours, 59 minutes, and 7 seconds ago)Starship heavy weapons now properly use grid charge when fired at debris.
Posted at Thu Jun 9 23:59:56 2016 UTC (8 years, 10 months, 8 days, 13 hours, 17 minutes, and 32 seconds ago)Some, but not all, void piercers go faster than they once did.
Posted at Fri Jun 10 22:08:15 2016 UTC (8 years, 10 months, 7 days, 15 hours, 9 minutes, and 13 seconds ago)Fixed the docking bay requirement of the AD-1N AEU Heavy Defense Vessel.
Posted at Wed Jun 15 02:23:16 2016 UTC (8 years, 10 months, 3 days, 10 hours, 54 minutes, and 12 seconds ago)Also reduced the docking bay size requirement for the T-44 EAOS Defender.
Posted at Wed Jun 15 02:24:30 2016 UTC (8 years, 10 months, 3 days, 10 hours, 52 minutes, and 58 seconds ago)Egg containers have had their storage method completely overhauled. Please report any strange behaviour involving them.
Posted at Sun Jun 19 09:07:37 2016 UTC (8 years, 9 months, 30 days, 4 hours, 9 minutes, and 51 seconds ago)The asteroid mining site command 'research' now tells you when the currently researched building will be completed.
Posted at Thu Jun 23 17:38:14 2016 UTC (8 years, 9 months, 25 days, 19 hours, 39 minutes, and 14 seconds ago)Communicator lag has been tackled. It may or may not be solved, but it is definitely less than it was once before!
Posted at Fri Jun 24 03:46:07 2016 UTC (8 years, 9 months, 25 days, 9 hours, 31 minutes, and 21 seconds ago)There is a new general option that allows you to ignore OOC board posts.
Posted at Fri Jun 24 09:09:50 2016 UTC (8 years, 9 months, 25 days, 4 hours, 7 minutes, and 38 seconds ago)Even though nobody really wanted this, we have gone ahead and added a shortened target tracking option to the GENERAL-OPTIONS command. It's what it sounds like.
Posted at Fri Jun 24 19:46:25 2016 UTC (8 years, 9 months, 24 days, 17 hours, 31 minutes, and 3 seconds ago)A very illegal (but often asked for) object is now available in Mutuality supply stores. Its use removes the confirmation prompt on weapons fire.
Posted at Fri Jun 24 23:59:50 2016 UTC (8 years, 9 months, 24 days, 13 hours, 17 minutes, and 38 seconds ago)Engineering status will now indicate which weapons rooms have bypass keys, if any.
Posted at Sat Jun 25 00:30:39 2016 UTC (8 years, 9 months, 24 days, 12 hours, 46 minutes, and 49 seconds ago)Alliance Pirates starships now contain 50% more rainbows.
Posted at Sun Jun 26 21:51:22 2016 UTC (8 years, 9 months, 22 days, 15 hours, 26 minutes, and 6 seconds ago)Altered debris-burning stations to still award industry points for debris donated to the burner, as players seem to expect.
Posted at Sun Jul 3 16:29:52 2016 UTC (8 years, 9 months, 15 days, 20 hours, 47 minutes, and 36 seconds ago)Fixed a display error that misreported the credit reward when submitting artifacts individually.
Posted at Mon Jul 4 17:52:10 2016 UTC (8 years, 9 months, 14 days, 19 hours, 25 minutes, and 18 seconds ago)The way ships power up and down has been rewritten! This will make a number of further changes much easier.
Posted at Fri Jul 8 04:27:01 2016 UTC (8 years, 9 months, 11 days, 8 hours, 50 minutes, and 27 seconds ago)Some critical changes have been made to the way ships track charge and repair themselves. No behaviour should have changed, but if you notice your ship not doing things when it should (charge not decreasing, repairs not happening) please put in a support ticket.
Posted at Fri Jul 8 09:06:23 2016 UTC (8 years, 9 months, 11 days, 4 hours, 11 minutes, and 5 seconds ago)Sightseers and other small base block ships with cryosuspension tubes now work properly!
Posted at Fri Jul 8 21:27:11 2016 UTC (8 years, 9 months, 10 days, 15 hours, 50 minutes, and 17 seconds ago)It is no longer possible to unbolt and throw away your regulation starship first aid kit.
Posted at Sat Jul 9 17:19:04 2016 UTC (8 years, 9 months, 9 days, 19 hours, 58 minutes, and 24 seconds ago)Storage manifests are now toggled and default to off.
Posted at Sun Jul 10 06:28:00 2016 UTC (8 years, 9 months, 9 days, 6 hours, 49 minutes, and 28 seconds ago)Robot pathing into starship heads and showers now works as it should.
Posted at Sun Jul 10 23:12:35 2016 UTC (8 years, 9 months, 8 days, 14 hours, 4 minutes, and 53 seconds ago)It is now possible to combine an elevation change and a direction into one command while spacewalking. That is, you can now enter "+5" as one command instead of +, enter, 5, enter.
Posted at Wed Jul 20 19:23:35 2016 UTC (8 years, 8 months, 29 days, 17 hours, 53 minutes, and 53 seconds ago)Inserted language into the profile submission system helping players keep track of their word count, and warning them that longer profiles will take longer to process.
Posted at Wed Jul 27 18:28:31 2016 UTC (8 years, 8 months, 22 days, 18 hours, 48 minutes, and 57 seconds ago)Cola is no longer considered solid food.
Posted at Sat Jul 30 23:59:28 2016 UTC (8 years, 8 months, 19 days, 13 hours, and 18 minutes ago)Some changes to beacon drop balance today. It's time to play "good news, bad news, good news."
- Base credit rewards for more difficult beacons (higher than standard), bonuses for destroying larger ships, and bonuses for destroying more numerous fleets have all been boosted slightly.
- More difficult beacons will be downgraded to "standard" difficulty for the purposes of credit and point rewards if any participating ship left the sector at any point. This rule excludes wasps and rescue pods.
- A hazard bonus is awarded for facing particularly dangerous weapons, which at this point includes only long-range lasers.
The end result is that real toe-to-toe fighting on a beacon drop, particularly a higher difficulty one, should now be more rewarding, while cheesing higher difficulties will be significantly less rewarding. The new "hazard bonus" should help to offset situations where leaving for repairs probably isn't optional. We'll likely continue to tweak these things for a little while.
Posted at Sun Jul 31 22:46:53 2016 UTC (8 years, 8 months, 18 days, 14 hours, 30 minutes, and 35 seconds ago)Organizations will now need to immediately pay one support payment when adding a new supported starship.
Posted at Tue Aug 2 05:52:22 2016 UTC (8 years, 8 months, 17 days, 7 hours, 25 minutes, and 6 seconds ago)Added a message beacon top module for temporary stations. It transmits a message when a ship enters the sector. The message can be set with the MESSAGE command in the control room. That's it.
Posted at Tue Aug 2 20:28:35 2016 UTC (8 years, 8 months, 16 days, 16 hours, 48 minutes, and 53 seconds ago)Fixed an exploit wherein players could drastically increase their credit payout for salvage missions by completing them with multiple loads. Fortunately, it appears this never worked for point rewards, but please send a support ticket if you happen to know I'm wrong.
Posted at Tue Aug 9 23:45:39 2016 UTC (8 years, 8 months, 9 days, 13 hours, 31 minutes, and 49 seconds ago)Reading a book is no longer one of the noisiest things anyone can possibly do in Star Conquest.
Posted at Wed Aug 10 17:08:30 2016 UTC (8 years, 8 months, 8 days, 20 hours, 8 minutes, and 58 seconds ago)Looking through a photo album is no longer one of the noisiest things anyone can possibly do in Star Conquest.
Posted at Wed Aug 10 17:11:14 2016 UTC (8 years, 8 months, 8 days, 20 hours, 6 minutes, and 14 seconds ago)Adjusted the maximum plant storage per organization in the genetics lab, which was based on a very strange algorithm. Your organization's maximum plant storage has probably gone up or down, and in at least one case, will thankfully no longer be a negative number.
Posted at Wed Aug 17 21:00:51 2016 UTC (8 years, 8 months, 1 day, 16 hours, 16 minutes, and 37 seconds ago)Attempting to make payments on an insurance policy that does not exist now does nothing. Previously it would break so this is probably an improvement.
Posted at Thu Aug 18 15:51:05 2016 UTC (8 years, 8 months, 21 hours, 26 minutes, and 23 seconds ago)ArachnoPals will no longer eat in their sleep, and their descriptions will now indicate if they're hungry or sleeping.
Posted at Fri Aug 19 00:48:23 2016 UTC (8 years, 8 months, 12 hours, 29 minutes, and 5 seconds ago)Added the option 'Show Less Salvage Grappling Output' under general options.
Posted at Fri Aug 19 22:07:56 2016 UTC (8 years, 7 months, 29 days, 15 hours, 9 minutes, and 32 seconds ago)Asteroid supply kits, along with individual anchors and lines, have been removed from stores. A new weapon has been added in their place that significantly reduces bloat.
Posted at Mon Aug 22 23:00:52 2016 UTC (8 years, 7 months, 26 days, 14 hours, 16 minutes, and 36 seconds ago)Fans of tombs rejoice! Enclosed spaces filled with death are stinkier than ever. Such smells can be reversed with air freshener or engaging environmental controls.
Posted at Wed Aug 24 22:25:08 2016 UTC (8 years, 7 months, 24 days, 14 hours, 52 minutes, and 20 seconds ago)Entering a smelly ship now makes you smell too.
Posted at Thu Aug 25 00:24:56 2016 UTC (8 years, 7 months, 24 days, 12 hours, 52 minutes, and 32 seconds ago)Robots are no longer cruel to animals by default and must be taught to hate, just as each of us must learn to love.
Posted at Thu Aug 25 02:53:39 2016 UTC (8 years, 7 months, 24 days, 10 hours, 23 minutes, and 49 seconds ago)Ship owners will now always be able to move hoverpallets left aboard their ship.
Posted at Thu Aug 25 18:23:10 2016 UTC (8 years, 7 months, 23 days, 18 hours, 54 minutes, and 18 seconds ago)Peaceful felo deaths due to old age no longer generate nasty smells.
Posted at Sun Aug 28 23:54:41 2016 UTC (8 years, 7 months, 20 days, 13 hours, 22 minutes, and 47 seconds ago)Slightly adjusted bioaugmentation plant bonuses as well as rating granularity for a certain statistic, to help continue to ensure that all plant bonuses show up in engineering status.
Posted at Tue Aug 30 19:35:22 2016 UTC (8 years, 7 months, 18 days, 17 hours, 42 minutes, and 6 seconds ago)Rewrote the Salvaging help file to better reflect the actual process.
Posted at Wed Aug 31 20:59:19 2016 UTC (8 years, 7 months, 17 days, 16 hours, 18 minutes, and 9 seconds ago)As part of a readjustment of the new player experience, the cadet point cap is being increased from 25 to 100 points. We feel that encouraging players to submit character applications very early on is detrimental both to them and us, and we're hoping that the extra time the new cap allows will give new players time to settle in without pressure and become more familiar with the game's theme before they finalize their character concept.
Posted at Thu Sep 1 04:21:22 2016 UTC (8 years, 7 months, 17 days, 8 hours, 56 minutes, and 6 seconds ago)Notice an unpleasant smell lingering in your local garage? Star Conquest continues to innovate by involving all your senses! Coming soon: proprioception!
Posted at Fri Sep 2 04:00:29 2016 UTC (8 years, 7 months, 16 days, 9 hours, 16 minutes, and 59 seconds ago)Aerial fortresses can be stored and later retrieved from the aerial fortress shop using the STORE and RETRIEVE commands. Perhaps this will be useful one day!
Posted at Mon Sep 5 06:06:05 2016 UTC (8 years, 7 months, 13 days, 7 hours, 11 minutes, and 23 seconds ago)Aftermarket upgrade shops will now actually let you retrieve the upgrades you have stored! They will appear after the usual purchaseable upgrades in the shop's menu when the ship they were originally taken from is present. Please report any oddities or exploits, particularly things like being able to have two upgrades which are normally incompatible.
Posted at Mon Sep 5 19:33:51 2016 UTC (8 years, 7 months, 12 days, 17 hours, 43 minutes, and 37 seconds ago)Owners of a ship can now clear the message boards of their ships with onboard ship message boards at the shop that sells the onboard ship message board upgrade.
Posted at Wed Sep 7 09:09:58 2016 UTC (8 years, 7 months, 11 days, 4 hours, 7 minutes, and 30 seconds ago)Ships are now no longer invisible just because they can't see anything.
Posted at Wed Sep 7 09:24:27 2016 UTC (8 years, 7 months, 11 days, 3 hours, 53 minutes, and 1 second ago)The game's main method of creating and destroying objects has been made faster. Much faster.
Posted at Sat Sep 10 03:09:39 2016 UTC (8 years, 7 months, 8 days, 10 hours, 7 minutes, and 49 seconds ago)Chained ships may no longer dock.
Posted at Sun Sep 11 04:20:43 2016 UTC (8 years, 7 months, 7 days, 8 hours, 56 minutes, and 45 seconds ago)Clothing descriptions now show what slots they cover and if they have any special features like buttons, zippers, being made of candy, and being a spacesuit.
Posted at Tue Sep 13 09:33:28 2016 UTC (8 years, 7 months, 5 days, 3 hours, and 44 minutes ago)Fixed an issue where Testudinidae and Children of the Sun ships had the same appearance on visual scans.
Posted at Mon Sep 19 07:41:40 2016 UTC (8 years, 6 months, 30 days, 5 hours, 35 minutes, and 48 seconds ago)Put in a patch to eliminate asteroids at invalid coordinates. Please let us know if it causes other problems or seems to be ineffective.
Posted at Tue Sep 20 05:46:58 2016 UTC (8 years, 6 months, 29 days, 7 hours, 30 minutes, and 30 seconds ago)Every alliance, not just the Mutuality, now has a purely out of character common knowledge board for requesting information, and for us to provide information publicly.
Posted at Wed Sep 21 19:05:51 2016 UTC (8 years, 6 months, 27 days, 18 hours, 11 minutes, and 37 seconds ago)Microwave ovens now only accept food and drinks and can only hold one thing at a time.
Posted at Wed Sep 28 14:57:50 2016 UTC (8 years, 6 months, 20 days, 22 hours, 19 minutes, and 38 seconds ago)Temp station reward payout estimation is now more precise than previously.
Posted at Thu Sep 29 13:37:16 2016 UTC (8 years, 6 months, 19 days, 23 hours, 40 minutes, and 12 seconds ago)Stamp syntax has been altered. Pray it is not altered any further.
Posted at Sun Oct 2 18:23:57 2016 UTC (8 years, 6 months, 16 days, 18 hours, 53 minutes, and 31 seconds ago)Redid how atmospheric scoops automatically report depth while ascending/descending for perhaps greater clarity. Please let us know if anything seems strange about it.
Posted at Mon Oct 3 20:50:40 2016 UTC (8 years, 6 months, 15 days, 16 hours, 26 minutes, and 48 seconds ago)Unregistered and similar stations are no longer errantly detectable with the proximal beacon locator, as they have no beacons for a ship to be proximal to.
Posted at Sat Oct 8 11:22:44 2016 UTC (8 years, 6 months, 11 days, 1 hour, 54 minutes, and 44 seconds ago)AI Core equipped ships now have a little bit more information relating to the AI core.
Posted at Sat Oct 15 03:58:04 2016 UTC (8 years, 6 months, 4 days, 9 hours, 19 minutes, and 24 seconds ago)Many first aid kits that were not where first aid kits should be (a starship head) have been removed.
Posted at Tue Nov 15 10:13:35 2016 UTC (8 years, 5 months, 3 days, 3 hours, 3 minutes, and 53 seconds ago)Fixed an issue where larger ships couldn't find artifacts under certain circumstances.
Posted at Tue Dec 6 02:27:22 2016 UTC (8 years, 4 months, 13 days, 10 hours, 50 minutes, and 6 seconds ago)The "gasp me" text has been altered. Pray it is not altered again.
Posted at Wed Dec 7 04:19:58 2016 UTC (8 years, 4 months, 12 days, 8 hours, 57 minutes, and 30 seconds ago)A sturdy plug has been placed in the geyser of infinite toilets, bunks, and counters.
Posted at Wed Dec 7 16:58:12 2016 UTC (8 years, 4 months, 11 days, 20 hours, 19 minutes, and 16 seconds ago)The POINTS command has been adjusted to properly reflect rogue and ace statuses along with point caps. Either that or now no numbers are displayed correctly. No worries if so, nobody really cares about points do they?
Posted at Wed Jan 4 18:34:26 2017 UTC (8 years, 3 months, 14 days, 18 hours, 43 minutes, and 2 seconds ago)Announcements of seemingly invisible things of interest in the rift should be somewhat reduced.
Posted at Sat Jan 7 16:18:52 2017 UTC (8 years, 3 months, 11 days, 20 hours, 58 minutes, and 36 seconds ago)Robot locomotion into airlocks now has slightly better grammar.
Posted at Mon Jan 9 17:56:18 2017 UTC (8 years, 3 months, 9 days, 19 hours, 21 minutes, and 10 seconds ago)A loophole allowing accelerated rift travel has been closed.
Posted at Thu Jan 12 21:56:47 2017 UTC (8 years, 3 months, 6 days, 15 hours, 20 minutes, and 41 seconds ago)Wasps now decrease battery charge properly and should have functioning repair systems.
Posted at Thu Jan 12 22:14:52 2017 UTC (8 years, 3 months, 6 days, 15 hours, 2 minutes, and 36 seconds ago)Engineering tools in a wasp carrier are no longer heard by wasp pilots.
Posted at Thu Jan 12 22:35:16 2017 UTC (8 years, 3 months, 6 days, 14 hours, 42 minutes, and 12 seconds ago)The FTL destination picker now ignores the words "ftl" and "jump" at the start of a destination.
Posted at Fri Jan 13 06:00:23 2017 UTC (8 years, 3 months, 6 days, 7 hours, 17 minutes, and 5 seconds ago)Retcon: Significantly reduced the weapon loadout on the Science Vessel and Imperator. Unfortunately, it had a weapon loadout equivalent to most beacon-worthy gunships, and needed to be put in line with the other ships of its role.
Posted at Fri Jan 13 18:23:07 2017 UTC (8 years, 3 months, 5 days, 18 hours, 54 minutes, and 21 seconds ago)Fixed an issue with keychain decorations/omamori preventing someone from transferring their scoops to another ship.
Posted at Sun Jan 22 00:54:03 2017 UTC (8 years, 2 months, 27 days, 12 hours, 23 minutes, and 25 seconds ago)Pilots controlling a wasp should now be able to speak over the salvage operation channel.
Posted at Tue Jan 24 21:36:53 2017 UTC (8 years, 2 months, 24 days, 15 hours, 40 minutes, and 35 seconds ago)Pilots using shortened target tracking should now find that it works properly while they're controlling a wasp.
Posted at Tue Jan 24 21:39:49 2017 UTC (8 years, 2 months, 24 days, 15 hours, 37 minutes, and 39 seconds ago)It should no longer be possible to rent organization ships that aren't landed.
Posted at Tue Jan 24 21:43:58 2017 UTC (8 years, 2 months, 24 days, 15 hours, 33 minutes, and 30 seconds ago)Surveying now requires that the sensors be turned on.
Posted at Tue Jan 24 22:08:03 2017 UTC (8 years, 2 months, 24 days, 15 hours, 9 minutes, and 25 seconds ago)It should probably no longer be possible for multiple people to pay the toll multiple times for a single trip to a destination.
Posted at Tue Jan 24 22:46:28 2017 UTC (8 years, 2 months, 24 days, 14 hours, and 31 minutes ago)Combat wasps should no longer be able to salvage.
Posted at Wed Feb 1 08:15:31 2017 UTC (8 years, 2 months, 17 days, 5 hours, 1 minute, and 57 seconds ago)Autopiloting to a thing in a wasp should no longer say 'You're already there.' when you arrive.
Posted at Wed Feb 1 08:17:05 2017 UTC (8 years, 2 months, 17 days, 5 hours, and 23 seconds ago)No longer shall they dine on landing struts, as wasps should no longer be entitled to a share of the loot.
Posted at Wed Feb 1 08:22:09 2017 UTC (8 years, 2 months, 17 days, 4 hours, 55 minutes, and 19 seconds ago)Pirates are no longer considred a threat by the Mutuality for the purposes of sector statuses.
Posted at Mon Feb 6 21:05:12 2017 UTC (8 years, 2 months, 11 days, 16 hours, 12 minutes, and 16 seconds ago)The basic science vessel can now get captain's quarters and several other comforts that were previously limited to the Imperator.
Posted at Thu Feb 9 00:50:21 2017 UTC (8 years, 2 months, 9 days, 12 hours, 27 minutes, and 7 seconds ago)Foods that have to be heated now stay warm for longer than a few minutes.
Posted at Sun Feb 19 02:29:30 2017 UTC (8 years, 1 month, 30 days, 10 hours, 47 minutes, and 58 seconds ago)Mission-related debris will now always credit its full original weight toward completing the mission. This means that compressing mission-related debris will no longer allow one to contribute more pieces than usual to complete the mission.
Posted at Sat Mar 4 22:52:13 2017 UTC (8 years, 1 month, 16 days, 14 hours, 25 minutes, and 15 seconds ago)Mission-related debris is now worth fewer points when tossed into a debris-burning station, in order to prevent unusual point gains related to missions.
Posted at Sat Mar 4 22:57:17 2017 UTC (8 years, 1 month, 16 days, 14 hours, 20 minutes, and 11 seconds ago)Starships belonging to inactive organizations (that is, the founder and trustees are inactive) will no longer be granted launch clearance.
Posted at Fri Mar 10 21:19:10 2017 UTC (8 years, 1 month, 10 days, 15 hours, 58 minutes, and 18 seconds ago)Tactical platforms configured for exploration will automatically have their living quarters block converted to an observation deck.
Posted at Sat Mar 11 17:47:14 2017 UTC (8 years, 1 month, 9 days, 19 hours, 30 minutes, and 14 seconds ago)Starship PA functionality has received several improvements.
- Things said over the PA are now echoed back to you.
- Social commands and emotes will now function over the PA. For example, try "pa laugh" or "pa :chuckles dryly." Note that doing inaudible things over the PA is, of course, out of character.
- You can use the PA ON/OFF command to toggle an open mic on the PA in that room. When on, everything audible in that room will be heard all over the ship, in a similar manner to how phones work.
- A line has been added to starship room descriptions to indicate when the PA has an open mic.
Posted at Sat Mar 11 22:22:35 2017 UTC (8 years, 1 month, 9 days, 14 hours, 54 minutes, and 53 seconds ago)To eliminate the temptation to utilize OOC knowledge, starship keys will no longer be immediately deleted when the ship they belong to is destroyed.
Posted at Mon Mar 13 01:05:40 2017 UTC (8 years, 1 month, 8 days, 12 hours, 11 minutes, and 48 seconds ago)Tents and tent-related Rube-Goldberg devices may now be erected and collapsed in a less elliptic manner.
Posted at Wed Mar 22 22:33:34 2017 UTC (8 years, 28 days, 14 hours, 43 minutes, and 54 seconds ago)There is now a warning prompt for bolting things that cannot be unbolted.
Posted at Wed Mar 22 23:42:54 2017 UTC (8 years, 28 days, 13 hours, 34 minutes, and 34 seconds ago)Capsules in an extended gradual failure will no longer see external damage to their rift drive.
Posted at Mon Mar 27 20:09:54 2017 UTC (8 years, 23 days, 17 hours, 7 minutes, and 34 seconds ago)Some changes and additions to temporary space stations!
- Temp stations now very belatedly use the new rescue pod system.
- Docked ships will now be ejected into space when a station falls apart.
- Some modules' point requirements have been altered to better match the current levels and spread of accumulated organization points.
- Some new top end modules have been added so that even the highest point organizations can keep grinding!
- There are now several levels of rift inserters, with higher levels being able to insert larger ships. The basic inserter can insert scout-sized ships.
- After being requested many times, quarters and galley side modules and a lounge top module have been added. They are not very fancy, as one might expect. Quarters work much as they do aboard ships.
Posted at Tue Apr 25 21:52:40 2017 UTC (7 years, 11 months, 25 days, 15 hours, 24 minutes, and 48 seconds ago)Also by request, high level organizations can now purchase a message board module for temporary space stations. This board is accessible anywhere in the sector.
Posted at Wed Apr 26 19:58:07 2017 UTC (7 years, 11 months, 24 days, 17 hours, 19 minutes, and 21 seconds ago)Entering a JUMP or TRAVEL command while a ship is landed and powered up will result in the ship automatically launching before proceeding to carry out your command.
Arriving in a sector with a high security planetary spaceport or space station will begin a sequence where, after 30 seconds, the ship will automatically land or dock. This can be aborted with the STOP command or by beginning to move the ship.
Besides some extra convenience at either end, all of this means that you can often travel between destinations with a single command!
Posted at Fri Apr 28 21:03:23 2017 UTC (7 years, 11 months, 22 days, 16 hours, 14 minutes, and 5 seconds ago)Autonav modules for temporary space stations, in both side module and top module varieties, are now available at higher command points. The two modules do not need to be used together; they are both provided only for greater flexibility in construction.
The default autonav setting is autolander, which you are already familiar with -- ships arriving in the sector will automatically dock at the station.
With the AUTONAV command, the autonav setting can be switched to autoforward if the station also possesses a rift accelerator. With this setting enabled, any ship arriving via rift autotravel will automatically be sent along to the next aligned beacon.
With these two settings, careful construction will mean that any autotravel journey can be completed safely without requiring the pilot's full attention, though there is of course always a slim chance that active enemies will interdict your ship or interfere with the docking process.
Posted at Sun Apr 30 21:16:58 2017 UTC (7 years, 11 months, 20 days, 16 hours, and 30 seconds ago)Added an AUTONAV command to ship control rooms to toggle whether the ship responds to autonav at all. While ignoring autonav, ships will not automatically land or be forwarded.
Posted at Sun Apr 30 21:41:55 2017 UTC (7 years, 11 months, 20 days, 15 hours, 35 minutes, and 33 seconds ago)Autopilot will now generally assume you really meant to be going to that planet/station/etc. and complete the landing process for you.
Posted at Sun Apr 30 22:20:42 2017 UTC (7 years, 11 months, 20 days, 14 hours, 56 minutes, and 46 seconds ago)Made certain factions more likely to rout before they explode.
Posted at Sat May 6 00:38:38 2017 UTC (7 years, 11 months, 15 days, 12 hours, 38 minutes, and 50 seconds ago)The phone store will no longer allow cadets to buy plans for phones they can't register.
Posted at Wed May 10 19:59:11 2017 UTC (7 years, 11 months, 10 days, 17 hours, 18 minutes, and 17 seconds ago)Added a help file for the Glyphmakers' Graves. Since the activity is meant to be one that more experienced characters discover when they're ready, it mostly just covers common knowledge.
Posted at Tue May 16 21:55:04 2017 UTC (7 years, 11 months, 4 days, 15 hours, 22 minutes, and 24 seconds ago)Higher classes of asteroid now properly multiply payout.
Posted at Thu May 18 19:53:08 2017 UTC (7 years, 11 months, 2 days, 17 hours, 24 minutes, and 20 seconds ago)Released the Central Stellar Cartography Onboard Library at the Torus Xenology Center. With this upgrade, the LIBRARY command will tell you who discovered a deep space site and whether it's been imaged and surveyed.
Posted at Sat May 20 23:44:27 2017 UTC (7 years, 11 months, 13 hours, 33 minutes, and 1 second ago)Fines for littering are now more effective than ever!
Posted at Tue May 23 20:21:54 2017 UTC (7 years, 10 months, 25 days, 16 hours, 55 minutes, and 34 seconds ago)New profiles now require a short character concept to be written first.
Posted at Thu May 25 04:19:25 2017 UTC (7 years, 10 months, 24 days, 8 hours, 58 minutes, and 3 seconds ago)Cadet point caps have been adjusted. The limit in each category for those without an approved concept is 100. The limit for those with a concept but no profile is 250.
Posted at Thu May 25 04:37:53 2017 UTC (7 years, 10 months, 24 days, 8 hours, 39 minutes, and 35 seconds ago)Old space features (oort clouds, asteroid clusters, systems, etc.) will now be purged periodically. The purged features are algorithmically determined to be of little relevance, so ideally you won't notice much of a difference. Let us know if you do!
Posted at Mon May 29 00:04:29 2017 UTC (7 years, 10 months, 20 days, 13 hours, 12 minutes, and 59 seconds ago)Added the Exploration insurance policy. It will cover a ship out of communications range at an affordable rate even if your payment is overdue.
Posted at Wed May 31 18:31:08 2017 UTC (7 years, 10 months, 17 days, 18 hours, 46 minutes, and 20 seconds ago)Weapon bypass key miss chance has been removed.
Posted at Mon Jun 5 01:44:08 2017 UTC (7 years, 10 months, 13 days, 11 hours, 33 minutes, and 20 seconds ago)Application ships can no longer be launched when no one aboard qualifies.
Posted at Fri Jun 9 22:22:37 2017 UTC (7 years, 10 months, 8 days, 14 hours, 54 minutes, and 51 seconds ago)The comings and goings of AI ships will no longer be evident to people in lounges.
Posted at Sat Jun 10 20:04:57 2017 UTC (7 years, 10 months, 7 days, 17 hours, 12 minutes, and 31 seconds ago)Mess halls and lounge menus now have a maximum length.
Posted at Sun Jun 11 16:22:42 2017 UTC (7 years, 10 months, 6 days, 20 hours, 54 minutes, and 46 seconds ago)It is now possible to set a colour for ship pa system talk.
Posted at Mon Jun 12 00:55:31 2017 UTC (7 years, 10 months, 6 days, 12 hours, 21 minutes, and 57 seconds ago)Probe capacity has been adjusted based on ship size, mostly adding probes.
Databanks capacity has been reduced globally since it seemed to be too large to even be a consideration.
Discovery payouts have been tweaked slightly several times, both up and down depending on discovery type and operation performed. When examining the summary, look to the latest discoveries to get a more accurate picture. In particular, early planet rewards were paying out too much.
Posted at Mon Jun 19 01:51:43 2017 UTC (7 years, 9 months, 30 days, 11 hours, 25 minutes, and 45 seconds ago)Impossible beacons should now be more impossible, and ship AI marginally smarter and more difficult to exploit.
Posted at Sat Jun 24 09:24:27 2017 UTC (7 years, 9 months, 25 days, 3 hours, 53 minutes, and 1 second ago)The mentee period has been changed to 30 days instead of 14.
Posted at Thu Jun 29 22:52:31 2017 UTC (7 years, 9 months, 19 days, 14 hours, 24 minutes, and 57 seconds ago)Made some changes to the early voting system to make it more robust and less prone to entirely replacing regular voting. Most importantly, if you are in communications range when regular voting opens, your early vote will be cleared and you will have to vote normally to be counted.
Posted at Sun Jul 2 22:14:55 2017 UTC (7 years, 9 months, 16 days, 15 hours, 2 minutes, and 33 seconds ago)Fixed an issue where people who had never opened a support ticket before were unable to do so!
Posted at Thu Jul 6 17:34:22 2017 UTC (7 years, 9 months, 12 days, 19 hours, 43 minutes, and 6 seconds ago)Genetics lab supply costs are now listed in the expense reports for founders and trustees.
Posted at Fri Jul 14 08:56:27 2017 UTC (7 years, 9 months, 5 days, 4 hours, 21 minutes, and 1 second ago)Inactive orgs will no longer show up on the menu in mess halls.
Posted at Mon Jul 24 04:23:16 2017 UTC (7 years, 8 months, 26 days, 8 hours, 54 minutes, and 12 seconds ago)Whether people are jostled in crowded control rooms now has more to do with who has actually recently been near the controls, though larger groups of people will continue to be an inconvenience regardless, depending on the size of the ship. Also, more commands will potentially result in jostling.
This means that, for example, a fighter cockpit becomes crowded very easily. However, a handful of people in the control room of a large ship will not cause issues unless multiple people are actually reaching for the controls around the same time.
Posted at Wed Jul 26 20:01:41 2017 UTC (7 years, 8 months, 23 days, 17 hours, 15 minutes, and 47 seconds ago)The commands RIFT STATUS and RIFT LOCATIONS will no longer provoke jostling.
Posted at Sat Jul 29 00:58:42 2017 UTC (7 years, 8 months, 21 days, 12 hours, 18 minutes, and 46 seconds ago)People who were troubled by the knowledge of exactly what debris was being expelled can now breathe a little easier; this information is now obscured if you are not in the control room.
Posted at Sat Jul 29 01:05:57 2017 UTC (7 years, 8 months, 21 days, 12 hours, 11 minutes, and 31 seconds ago)ArachnoPals should now be smart enough to remember where their food is.
Posted at Sat Jul 29 20:19:05 2017 UTC (7 years, 8 months, 20 days, 16 hours, 58 minutes, and 23 seconds ago)Added a "Disable ASCII" option to Text Formatting Options. Right now it only changes the CHARGE and SYSTEMS commands. Tell us what else could be addressed!
Posted at Sat Aug 5 07:21:56 2017 UTC (7 years, 8 months, 14 days, 5 hours, 55 minutes, and 32 seconds ago)Battlesuit DAMAGE/ENERGY commands as well as the aerial fortress DAMAGE command are now altered by the "no graphical ASCII" option.
Posted at Sat Aug 5 18:59:10 2017 UTC (7 years, 8 months, 13 days, 18 hours, 18 minutes, and 18 seconds ago)Doing a backflip from a sitting position now leaves you standing.
Posted at Wed Aug 9 15:05:01 2017 UTC (7 years, 8 months, 9 days, 22 hours, 12 minutes, and 27 seconds ago)Arachnopals no longer transcend time and space, and now cannot move in directions beyond our comprehension.
Posted at Wed Aug 16 17:50:11 2017 UTC (7 years, 8 months, 2 days, 19 hours, 27 minutes, and 17 seconds ago)At long last, the STANDINGS command now gives far greater detail than a simple like or dislike!
Please look forward to new additions to this system in the future.
Posted at Fri Aug 18 01:16:37 2017 UTC (7 years, 8 months, 1 day, 12 hours, and 51 seconds ago)Battlesuit energy may now be checked through roundtime.
Posted at Sat Aug 19 00:02:30 2017 UTC (7 years, 8 months, 13 hours, 14 minutes, and 58 seconds ago)Ships that are unable to salvage (fighters, certain transports, etc) can no longer deploy atmospheric scoops. This was a bit of an oversight, and we deeply apologize for any inconvenience that this may cause.
Atmospheric scoops on ships that can no longer do so, of course, be transferred off.
Posted at Sat Aug 19 08:31:47 2017 UTC (7 years, 8 months, 4 hours, 45 minutes, and 41 seconds ago)Implemented a fix for ground enemies who fail to react after a failed encounter is regenerated. Be sure to send a support ticket if you notice this still happening.
Posted at Sat Aug 19 18:30:20 2017 UTC (7 years, 7 months, 29 days, 18 hours, 47 minutes, and 8 seconds ago)The Commissar's report for deleted players in the Mutuality should now sound somewhat less ominous.
Posted at Sun Aug 20 15:09:15 2017 UTC (7 years, 7 months, 28 days, 22 hours, 8 minutes, and 13 seconds ago)The minimum payment for a fine is now one million credits or one fifth of the fine amount, whichever is smaller.
This will have the effect of reducing the financial strain on people with moderate to severe fines, as previously it was simply one fifth of the fine amount, regardless of how large the fine was. In certain instances this means the minimum payment would reach into the tens of millions or higher.
Posted at Mon Aug 21 09:13:35 2017 UTC (7 years, 7 months, 28 days, 4 hours, 3 minutes, and 53 seconds ago)Cadets can no longer use the fund center.
Posted at Mon Aug 21 14:22:50 2017 UTC (7 years, 7 months, 27 days, 22 hours, 54 minutes, and 38 seconds ago)A few ground combat changes:
- Spinward suits no longer get gravitics. This made them somewhat too powerful and took away from the Fringe suit's unique flavour.
- Spinward suits now get blades instead, which are more comparable in damage to projectiles and rely on swift strikes. Rules of nature!
Posted at Tue Aug 22 02:42:24 2017 UTC (7 years, 7 months, 27 days, 10 hours, 35 minutes, and 4 seconds ago)The RUNDOWN command now displays a starship's controlling faction in place of its starmap symbol.
Posted at Tue Aug 22 18:50:32 2017 UTC (7 years, 7 months, 26 days, 18 hours, 26 minutes, and 56 seconds ago)Rejoice! Getting overly drunk will now make you smell wonderful!
Posted at Wed Aug 23 06:16:22 2017 UTC (7 years, 7 months, 26 days, 7 hours, 1 minute, and 6 seconds ago)Several people demanded this, so we're here to deliver! There's now a succinct and informative help file on Mutuality politics!
Posted at Wed Aug 23 22:32:11 2017 UTC (7 years, 7 months, 25 days, 14 hours, 45 minutes, and 17 seconds ago)The Long-Range Sightseer's application information now correctly lists Hermes Spee Dee Communications, rather than your respective alliance - this was an oversight that went unreported until now. We apologize for any confusion.
Posted at Sat Aug 26 22:52:51 2017 UTC (7 years, 7 months, 22 days, 14 hours, 24 minutes, and 37 seconds ago)Made some changes to how quickly certain felo warm up to you. Let us know if there's anything weird.
Posted at Sun Aug 27 21:08:30 2017 UTC (7 years, 7 months, 21 days, 16 hours, 8 minutes, and 58 seconds ago)Added SPCF to the STANDINGS list and added faction standings appropriately.
Posted at Wed Aug 30 03:51:52 2017 UTC (7 years, 7 months, 19 days, 9 hours, 25 minutes, and 36 seconds ago)The online active player list now shows where active pilots are, as seen in the WHERE command.
Posted at Sat Sep 2 02:55:03 2017 UTC (7 years, 7 months, 16 days, 10 hours, 22 minutes, and 25 seconds ago)Fixed an issue where an organization with no command points could upgrade their warehouse.
Posted at Sun Sep 3 07:41:44 2017 UTC (7 years, 7 months, 15 days, 5 hours, 35 minutes, and 44 seconds ago)Added a new helpfile for temporary station module warehouses. Try saying it ten times fast!
Posted at Mon Sep 4 13:30:20 2017 UTC (7 years, 7 months, 13 days, 23 hours, 47 minutes, and 8 seconds ago)Inactive players with verified email addresses will now be mailed one week before they are scheduled to be purged from inactivity.
Posted at Tue Sep 5 06:01:15 2017 UTC (7 years, 7 months, 13 days, 7 hours, 16 minutes, and 13 seconds ago)By popular demand, organizations can now be added to warehouse ACLs.
Posted at Tue Sep 5 10:16:57 2017 UTC (7 years, 7 months, 13 days, 3 hours, and 31 seconds ago)Fixed an issue where an organization could be erroneously removed from a warehouse's ACL.
Posted at Tue Sep 5 14:18:45 2017 UTC (7 years, 7 months, 12 days, 22 hours, 58 minutes, and 43 seconds ago)Modified some settings to allow for more reliable email delivery. Let us know if you have any problems getting mail from us!
Posted at Wed Sep 6 17:36:20 2017 UTC (7 years, 7 months, 11 days, 19 hours, 41 minutes, and 8 seconds ago)Made a change to our email system to increase robustness in the event of a connection hiccup, to prevent future occurrences of what happened earlier today with several password resets. Please report any weirdness.
Posted at Thu Sep 7 22:49:57 2017 UTC (7 years, 7 months, 10 days, 14 hours, 27 minutes, and 31 seconds ago)Fixed a situation where a lockable container wouldn't lock under certain circumstances.
Posted at Sat Sep 9 08:32:14 2017 UTC (7 years, 7 months, 9 days, 4 hours, 45 minutes, and 14 seconds ago)Warehouse operators rejoice! You can now get an overview of how many of a certain kind of module you have in storage, if you have the proper permissions! (i.e. 10 shisha bar modules or whatnot)
Posted at Sat Sep 9 08:41:36 2017 UTC (7 years, 7 months, 9 days, 4 hours, 35 minutes, and 52 seconds ago)As implied by a previous headline, AEU pilots may now undertake peacekeeping patrols to keep the streets safe.
Posted at Mon Sep 18 03:08:53 2017 UTC (7 years, 7 months, 10 hours, 8 minutes, and 35 seconds ago)Updated the 'Missions' helpfile to mention that NPC-granted missions require you to TALK to the NPC instead of using the COMPLETE command.
Posted at Wed Sep 20 06:39:21 2017 UTC (7 years, 6 months, 29 days, 6 hours, 38 minutes, and 7 seconds ago)The COMPLETE command is now an alias to talk to a mission-assigning NPC, if there's one around. It'll still work the same with a normal mission assignment room.
Posted at Wed Sep 20 06:53:19 2017 UTC (7 years, 6 months, 29 days, 6 hours, 24 minutes, and 9 seconds ago)Warehouse module displays are now sorted by class and type.
Posted at Sun Sep 24 04:15:43 2017 UTC (7 years, 6 months, 25 days, 9 hours, 1 minute, and 45 seconds ago)People should now be able to properly take on two AEU ground patrols per day.
Posted at Tue Sep 26 23:42:18 2017 UTC (7 years, 6 months, 22 days, 13 hours, 35 minutes, and 10 seconds ago)Fixed an issue where mission-granting NPCs would mysteriously and erratically run out of missions permanently.
Posted at Sat Sep 30 02:18:33 2017 UTC (7 years, 6 months, 19 days, 10 hours, 58 minutes, and 55 seconds ago)Warehouses can now repeat the last withdrawal action performed. It'll first try to go for exact matches for contributors, but if there are no valid parts remaining, it'll ask if it's okay to use the same module, but with different contributors, if one exists in the warehouse.
Posted at Sat Sep 30 04:48:00 2017 UTC (7 years, 6 months, 19 days, 8 hours, 29 minutes, and 28 seconds ago)Fixed an exploit where special mining sites could be reliably attained by repeatedly ending and restarting a site. When we ask people to report issues with a new system, this is the sort of thing we mean!
Posted at Sat Sep 30 07:38:52 2017 UTC (7 years, 6 months, 19 days, 5 hours, 38 minutes, and 36 seconds ago)Patrol missions now state in the room description if a room has been patrolled or not.
Posted at Mon Oct 2 02:47:59 2017 UTC (7 years, 6 months, 17 days, 10 hours, 29 minutes, and 29 seconds ago)Message beacon modules now additionally come as a side module.
Posted at Sun Oct 22 03:33:11 2017 UTC (7 years, 5 months, 27 days, 9 hours, 44 minutes, and 17 seconds ago)Dumping containers into specialty containers (flightbags, bandoliers, etc) should now only dump in things that can actually go in there normally.
Posted at Sat Oct 28 03:25:22 2017 UTC (7 years, 5 months, 21 days, 9 hours, 52 minutes, and 6 seconds ago)A Starmap Key help file has been created. If you're familiar with the starmap, please let us know if we've forgotten anything, as we almost certainly have!
Posted at Thu Nov 9 19:58:06 2017 UTC (7 years, 5 months, 8 days, 17 hours, 19 minutes, and 22 seconds ago)Something is different.
Posted at Sun Dec 3 22:19:17 2017 UTC (7 years, 4 months, 15 days, 14 hours, 58 minutes, and 11 seconds ago)Trader NPCs who were not inclined to respond to shouted trade offers will now do so anyway after a certain length of time has passed.
Posted at Sun Dec 10 18:29:48 2017 UTC (7 years, 4 months, 8 days, 18 hours, 47 minutes, and 40 seconds ago)Added a Megapod Raids help file to document the expanded system.
Posted at Mon Dec 18 01:53:01 2017 UTC (7 years, 4 months, 1 day, 11 hours, 24 minutes, and 27 seconds ago)Large module transports now have limited production.
Posted at Tue Jan 2 20:46:33 2018 UTC (7 years, 3 months, 16 days, 16 hours, 30 minutes, and 55 seconds ago)Deep megapod assault raids are now live.
Posted at Tue Jan 2 21:12:06 2018 UTC (7 years, 3 months, 16 days, 16 hours, 5 minutes, and 22 seconds ago)Testudinidae ships can now be assaulted from an aerial fortress aboard a Mule in proximity, in addition to the original method of deploying from a Gemini in proximity.
Posted at Wed Jan 3 22:11:14 2018 UTC (7 years, 3 months, 15 days, 15 hours, 6 minutes, and 14 seconds ago)Ships with base block attachments must now detach them before landing.
Posted at Thu Jan 4 05:25:42 2018 UTC (7 years, 3 months, 15 days, 7 hours, 51 minutes, and 46 seconds ago)RATS nests will now be found amongst debris fields only. The previous generation pattern was something of a holdover from the older sector system, and we feel this change will make more sense thematically.
Posted at Thu Jan 4 06:17:30 2018 UTC (7 years, 3 months, 15 days, 6 hours, 59 minutes, and 58 seconds ago)Starship first aid kits have been modified to be kinder to the server. The new way to use them is with the USE command!
Posted at Fri Jan 5 06:16:22 2018 UTC (7 years, 3 months, 14 days, 7 hours, 1 minute, and 6 seconds ago)Fixed an issue where certain enemies would siege where not intended. It's best to consider this a retcon.
Posted at Fri Jan 5 17:00:20 2018 UTC (7 years, 3 months, 13 days, 20 hours, 17 minutes, and 8 seconds ago)Certain factions should be less inclined to hang out in places they're not mad at. Also, if they do, they should no longer drop interdictors for the fun of it, although those interdictors shouldn't have affected anyone they were friendly with anyway.
Posted at Sat Jan 6 15:37:32 2018 UTC (7 years, 3 months, 12 days, 21 hours, 39 minutes, and 56 seconds ago)The Space Market is now accessible remotely! You can do this with an interface sold at your local FTL communications store, or with a phone plan addon. The Space Market help file explains the exact process.
Posted at Sat Jan 6 20:42:05 2018 UTC (7 years, 3 months, 12 days, 16 hours, 35 minutes, and 23 seconds ago)Blenders now liquify rather than liquidize their contents.
Posted at Tue Jan 9 04:13:13 2018 UTC (7 years, 3 months, 10 days, 9 hours, 4 minutes, and 15 seconds ago)Felo nutrigel is now a bit more informative. Looking at a nutrigel canister will now show how full the canister is compared to a canister's possible maximum. When listed on the market, it will show the percentage it will fill of a dispenser's capacity. Dispensers themselves will also reveal their fill level on the market.
Posted at Sat Jan 13 21:48:30 2018 UTC (7 years, 3 months, 5 days, 15 hours, 28 minutes, and 58 seconds ago)Starship shops are now better at deciding where to put a starship title.
Posted at Mon Jan 15 08:39:06 2018 UTC (7 years, 3 months, 4 days, 4 hours, 38 minutes, and 22 seconds ago)Fixed an issue where enemies could retain memory of a companion dying despite the encounter resetting.
Posted at Wed Jan 17 17:54:30 2018 UTC (7 years, 3 months, 1 day, 19 hours, 22 minutes, and 58 seconds ago)Tired of searching for which person is running League in your ground combat squad? Want to know the energy of all the AEU suits in your team more easily? We have news for you!
Introducing GROUND COMBAT ROLES!
Simply type the 'ROLE' command in a battlesuit to assign your battlesuit a specific role that can be changed at any time. They give no real mechanical benefit, but sorts your squad appropriately for the purposes of telling what's what at a glance.
Posted at Thu Jan 18 19:33:47 2018 UTC (7 years, 3 months, 17 hours, 43 minutes, and 41 seconds ago)The 'suitinfo' command now says what role a particular suit is, if one is assigned.
Posted at Thu Jan 18 19:47:01 2018 UTC (7 years, 3 months, 17 hours, 30 minutes, and 27 seconds ago)Ground Combat adjustment: Snap Shot (an ability in the 'Offense of the Clans' module) now generates additional enmity, in keeping with their ability to augment the squad's tanking capabilities.
Posted at Thu Jan 18 23:24:01 2018 UTC (7 years, 3 months, 13 hours, 53 minutes, and 27 seconds ago)Also, the enmity generated by applying shields has been reduced.
Posted at Thu Jan 18 23:25:03 2018 UTC (7 years, 3 months, 13 hours, 52 minutes, and 25 seconds ago)You can now type in a role with the SQUAD command to get only that particular role, such as SQUAD ATTACKER to get only the attackers in your squad!
Posted at Fri Jan 26 01:13:39 2018 UTC (7 years, 2 months, 23 days, 12 hours, 3 minutes, and 49 seconds ago)The top tier AISSF rental suit is now subject to the same complexity limitations as other battlesuits of a comparable tier.
Posted at Sat Jan 27 03:06:22 2018 UTC (7 years, 2 months, 22 days, 10 hours, 11 minutes, and 6 seconds ago)Starship ventilation ducts now require tools to open.
Posted at Mon Jan 29 19:38:14 2018 UTC (7 years, 2 months, 19 days, 17 hours, 39 minutes, and 14 seconds ago)Holodiscs and projectors have been redone somewhat, including the addition of holo recorders (as in cameras) and a holo editing device. A Holodisc help file has been added to explain the items.
Posted at Fri Feb 2 22:31:16 2018 UTC (7 years, 2 months, 15 days, 14 hours, 46 minutes, and 12 seconds ago)A Cadet insurance policy has been added. This policy is automatic and free, and applies when a cadet's only ship is lost in combat. It pays out 100% of the ship's value.
Posted at Sat Feb 3 18:48:04 2018 UTC (7 years, 2 months, 14 days, 18 hours, 29 minutes, and 24 seconds ago)Altered the condition that determines whether a felo is a kitten. They will probably tend to be kittens for longer.
Posted at Thu Feb 8 16:53:43 2018 UTC (7 years, 2 months, 9 days, 20 hours, 23 minutes, and 45 seconds ago)Did a balance pass on the Testudinidae battlesuit, improving the DPS on several of it weapons, improving enmity generation, and adding a bit more utility to its existing abilities. This should bring it more in line with other options in its role.
Posted at Sat Feb 10 16:51:07 2018 UTC (7 years, 2 months, 7 days, 20 hours, 26 minutes, and 21 seconds ago)The special abilities of certain battlesuits which thematically are applying only physical force are now susceptible to armor, making their abilities best used in a particular sequence. The Spinward battlesuit has had a small balance pass, adding some slight utility to abilities affected by this change. We have also added a chance for critical damage to certain special abilities.
Posted at Sat Feb 10 17:44:24 2018 UTC (7 years, 2 months, 7 days, 19 hours, 33 minutes, and 4 seconds ago)Ground combat effects, both positive and negative, now only apply once for any given ability. An example is that illuminate cannot be applied to your own squad twice. Another example is that erode cannot be applied twice to a given target. This does not apply to a given effect - the application of erode and nanosublimate will still work as expected.
Posted at Sat Feb 10 20:04:31 2018 UTC (7 years, 2 months, 7 days, 17 hours, 12 minutes, and 57 seconds ago)Everyone now has another battlesuit slot, unless you were already at the maximum of twelve. All non-cadet players will be able to have at least two battlesuits.
Posted at Wed Feb 14 20:35:35 2018 UTC (7 years, 2 months, 3 days, 16 hours, 41 minutes, and 53 seconds ago)Communicator channel 5 now simulcasts to any other allied alliances. For example, if the AEU and EAOS were allied, anything said on channel 5 on the EAOS channel would also broadcast on the AEU's channel 5.
Posted at Sat Feb 17 01:04:49 2018 UTC (7 years, 2 months, 1 day, 12 hours, 12 minutes, and 39 seconds ago)With cadets continuing to join daily, we took a look at the early grind and made some adjustments. Space Vermin Patrol loot-gathering, RATS pod, and recovery missions are now slightly more rewarding. Recovery missions are also available for a larger stretch of points than before. Also, local artifacts for new explorers (under 300 exploration points) are worth twice as many points as before. Finally, good old-fashioned mail delivery is worth more points between 200 and 500 industry and even more under 200 industry.
Posted at Sat Feb 17 16:54:15 2018 UTC (7 years, 2 months, 20 hours, 23 minutes, and 13 seconds ago)The TRANSFER command has been refactored. This means we've altered the code rather drastically but it should appear to work exactly the same as before. If you spot any problems, let us know! Thanks!
Posted at Sat Feb 24 02:40:53 2018 UTC (7 years, 1 month, 25 days, 10 hours, 36 minutes, and 35 seconds ago)How many Teslaworld non-defensive combat missions you have completed this Conquest period is now displayed in the INFO command. Presently, this just indicates whether you have done your one allowed poacher camp mission, but it's worded generally since it's a general system and that could change one day!
Posted at Thu Mar 1 14:35:25 2018 UTC (7 years, 1 month, 19 days, 22 hours, 42 minutes, and 3 seconds ago)Naval patrols now know how to destroy interdictors, though they will ignore them if unaffected by them.
Posted at Thu Mar 1 14:56:11 2018 UTC (7 years, 1 month, 19 days, 22 hours, 21 minutes, and 17 seconds ago)The requirement for modular ships to disassemble prior to landing is now only enforced for EAOS, AEU, League, Fringe, Mutuality, Accord, and Steel Phoenix ports.
Posted at Sun Mar 4 19:29:58 2018 UTC (7 years, 1 month, 16 days, 17 hours, 47 minutes, and 30 seconds ago)A.I.S.S.F. starships can now be renamed to whatever you like.
Posted at Mon Mar 5 01:17:53 2018 UTC (7 years, 1 month, 16 days, 11 hours, 59 minutes, and 35 seconds ago)Starship ducts now remain ductier for a period beyond their labeled use-by date. We are not responsible for personal injury or illness due to consumption of starship ducts.
Posted at Tue Mar 6 19:30:22 2018 UTC (7 years, 1 month, 14 days, 17 hours, 47 minutes, and 6 seconds ago)Battlesuits should now transfer onto an aerial fortress held by a ship inside the docking bay.
Posted at Sat Mar 10 17:12:47 2018 UTC (7 years, 1 month, 10 days, 20 hours, 4 minutes, and 41 seconds ago)Fixed an issue/exploit regarding ground combat where certain kinds of splash damage could bypass physical shields and instantly interrupt active regen without the shield being destroyed first. Please report things like this.
Posted at Sun Mar 11 04:04:10 2018 UTC (7 years, 1 month, 10 days, 9 hours, 13 minutes, and 18 seconds ago)Redirect Rage should now, perhaps, actually have an effect, exactly like it didn't before.
Posted at Mon Mar 12 14:50:44 2018 UTC (7 years, 1 month, 8 days, 22 hours, 26 minutes, and 44 seconds ago)By popular demand, toll stations can now control access to their rift accelerators with the ALLOW command. Enjoy your new source of drama!
Posted at Tue Mar 13 15:35:36 2018 UTC (7 years, 1 month, 7 days, 21 hours, 41 minutes, and 52 seconds ago)SSN operators no longer have infinite patience.
Posted at Wed Mar 21 02:08:38 2018 UTC (7 years, 1 month, 11 hours, 8 minutes, and 50 seconds ago)It is no longer possible to apply for a ship that you already own. People who have multiple application-only ships are currently unaffected.
Posted at Wed Mar 21 15:28:27 2018 UTC (7 years, 29 days, 21 hours, 49 minutes, and 1 second ago)A new sanitation-oriented starship upgrade is available.
Posted at Mon Mar 26 15:31:02 2018 UTC (7 years, 24 days, 21 hours, 46 minutes, and 26 seconds ago)Duct purges now remove a percentage of bari.
Posted at Mon Mar 26 23:28:13 2018 UTC (7 years, 24 days, 13 hours, 49 minutes, and 15 seconds ago)For balance reasons, battlesuit melee weapons now have an ammunition limitation. Think of it as durability!
Posted at Tue Mar 27 01:25:32 2018 UTC (7 years, 24 days, 11 hours, 51 minutes, and 56 seconds ago)The point requirements of unarmed combat weapons have been adjusted to be more like the progression of other battlesuits, in that, for example, you will now qualify for the best weapon sometime after tier 5 instead of two tiers before that.
Posted at Tue Mar 27 01:26:51 2018 UTC (7 years, 24 days, 11 hours, 50 minutes, and 37 seconds ago)The code that locates a rift accelerating station has been refactored to iterate through all possible matching accelerators instead of stopping at the first one. Or, in plain English: Rift accelerating should behave the same or better, but please let us know if you notice anything odd.
Posted at Tue Apr 3 22:19:21 2018 UTC (7 years, 16 days, 14 hours, 58 minutes, and 7 seconds ago)Flightlockers now have an EMPTY command, allowing the ship's owner to remove anything from inside them.
Posted at Thu Apr 5 16:42:16 2018 UTC (7 years, 14 days, 20 hours, 35 minutes, and 12 seconds ago)Ship titles are undergoing an overhaul that will eventually result in their removal. Changes are now in effect for ship purchasing, sales, and destruction. If you suddenly don't own a ship that you should, please let us know!
Posted at Fri Apr 6 17:33:27 2018 UTC (7 years, 13 days, 19 hours, 44 minutes, and 1 second ago)The 'longest-range exploration ship' information in shipinfo is now hopefully nominally more accurate, as it takes various in-flight recharging methods into account.
Posted at Sat Apr 7 01:54:18 2018 UTC (7 years, 13 days, 11 hours, 23 minutes, and 10 seconds ago)The wormhole that must be opened to place the ship into the rift is now treated like any wormhole the ship opens! This means 1) the cost in charge for a wormhole jump will now be deducted when entering the rift, and 2) temporary wormhole drives will now allow a damaged ship to enter the rift.
Posted at Sun Apr 8 15:27:40 2018 UTC (7 years, 11 days, 21 hours, 49 minutes, and 48 seconds ago)Games are now allowed in apartments.
Posted at Sun Apr 8 15:50:27 2018 UTC (7 years, 11 days, 21 hours, 27 minutes, and 1 second ago)Titles of ownership have been removed! Hopefully everybody still owns every ship they own. Please report any difficulties or inconsistencies.
Posted at Wed Apr 11 02:57:02 2018 UTC (7 years, 9 days, 10 hours, 20 minutes, and 26 seconds ago)The discoverers of a point of interest will now be determined, sensibly enough, at the moment it is actually discovered, instead of only when it is studied. Among other things, this will ensure that all crew of all ships in a linked formation get credit.
Posted at Wed Apr 18 15:25:21 2018 UTC (7 years, 1 day, 21 hours, 52 minutes, and 7 seconds ago)Storage manifests now work again! They also purge old records after one month.
Posted at Thu Apr 19 12:42:43 2018 UTC (7 years, 1 day, 34 minutes, and 45 seconds ago)Plants that lower overall cargo space will no longer grow in a ship that carries cargo.
Posted at Fri Apr 20 13:25:00 2018 UTC (6 years, 11 months, 30 days, 23 hours, 52 minutes, and 28 seconds ago)Discovered an issue where buying felo chow from trading centers was one thousand times more expensive than buying felo chow in bags. This has been corrected.
Posted at Fri Apr 20 14:42:42 2018 UTC (6 years, 11 months, 30 days, 22 hours, 34 minutes, and 46 seconds ago)LOAD and UNLOAD commands on landing pads have been added to manually load and unload battlesuits. The ship must be present on the pad, though ships in another ship's docking bay will also be found. Manually loaded battlesuits must be manually unloaded later; they will not automatically transfer, which would rather defeat the purpose.
Posted at Sat Apr 21 02:28:05 2018 UTC (6 years, 11 months, 30 days, 10 hours, 49 minutes, and 23 seconds ago)Robots have a new command available!
Posted at Tue Apr 24 00:11:27 2018 UTC (6 years, 11 months, 27 days, 13 hours, 6 minutes, and 1 second ago)Automated drones will no longer claim to have rescue pods.
Posted at Sat Apr 28 03:04:00 2018 UTC (6 years, 11 months, 23 days, 10 hours, 13 minutes, and 28 seconds ago)Fixed an issue where Merry Band ships could be spawned by the sector heat system despite having a ceasefire in place.
Posted at Wed May 2 21:33:46 2018 UTC (6 years, 11 months, 18 days, 15 hours, 43 minutes, and 42 seconds ago)Credit and point contributions have been redistributed a bit to recognize the contributions of members of foreign alliances.
Posted at Tue May 22 01:26:41 2018 UTC (6 years, 10 months, 28 days, 11 hours, 50 minutes, and 47 seconds ago)Found some missing ICE points behind the couch.
Posted at Tue May 22 02:02:44 2018 UTC (6 years, 10 months, 28 days, 11 hours, 14 minutes, and 44 seconds ago)Builders of a temporary space station are now allowed access to any functions that were previously locked to organization trustees.
Posted at Sat May 26 00:06:54 2018 UTC (6 years, 10 months, 24 days, 13 hours, 10 minutes, and 34 seconds ago)A Starship Classes help file has been created.
Posted at Sat May 26 00:51:30 2018 UTC (6 years, 10 months, 24 days, 12 hours, 25 minutes, and 58 seconds ago)Civilian liaison terminals have been refactored and should behave the same as before, except for some reordered menu items.
Posted at Sun May 27 20:35:01 2018 UTC (6 years, 10 months, 22 days, 16 hours, 42 minutes, and 27 seconds ago)A SET command has been added to metachannel communicators as an alternative interface for tuning into or out of the various channels, as well as filtering or deactivating entirely notifications about corps activity.
Posted at Wed May 30 18:45:12 2018 UTC (6 years, 10 months, 19 days, 18 hours, 32 minutes, and 16 seconds ago)A new reason to visit the points center! Contributions to your civilian corps are now handled there.
Posted at Thu Jun 7 20:25:34 2018 UTC (6 years, 10 months, 11 days, 16 hours, 51 minutes, and 54 seconds ago)Community channels can now have short descriptions.
Posted at Sat Jun 9 21:55:02 2018 UTC (6 years, 10 months, 9 days, 15 hours, 22 minutes, and 26 seconds ago)Contracts are now available in the mail room for those who wish to trick others into being bound to their will forevermore. Once written out, they have a SIGN command that does exactly what it sounds like it does.
Posted at Tue Jun 12 19:24:20 2018 UTC (6 years, 10 months, 6 days, 17 hours, 53 minutes, and 8 seconds ago)The View Supported Ships liaison officer function will now show when the ship's owner is inactive.
Posted at Thu Jun 14 16:46:00 2018 UTC (6 years, 10 months, 4 days, 20 hours, 31 minutes, and 28 seconds ago)A completed description is now required before submitting a profile or concept.
Posted at Wed Jun 27 23:45:37 2018 UTC (6 years, 9 months, 22 days, 13 hours, 31 minutes, and 51 seconds ago)There are now help files containing the timeline that was on the website.
Posted at Tue Jul 10 20:54:57 2018 UTC (6 years, 9 months, 9 days, 16 hours, 22 minutes, and 31 seconds ago)Weapon bypass keys are now legal in alliance space.
Posted at Mon Jul 16 22:14:35 2018 UTC (6 years, 9 months, 3 days, 15 hours, 2 minutes, and 53 seconds ago)Fixed the AEU Navy still using naval bases on Hyperion.
Posted at Fri Jul 27 21:00:38 2018 UTC (6 years, 8 months, 23 days, 16 hours, 16 minutes, and 50 seconds ago)Testudinidae suits can now mount medium armor at all tiers.
Posted at Tue Jul 31 17:51:10 2018 UTC (6 years, 8 months, 19 days, 19 hours, 26 minutes, and 18 seconds ago)Unreg ports no longer hold alliance regulations close to their hearts when contemplating granting launch clearance.
Posted at Sat Aug 4 17:01:24 2018 UTC (6 years, 8 months, 15 days, 20 hours, 16 minutes, and 4 seconds ago)Pilot lounges now have payphones.
Posted at Sat Sep 8 05:33:56 2018 UTC (6 years, 7 months, 11 days, 7 hours, 43 minutes, and 32 seconds ago)Library cases are now bulky.
Posted at Sat Sep 15 15:45:50 2018 UTC (6 years, 7 months, 3 days, 21 hours, 31 minutes, and 38 seconds ago)Entering a battlesuit will now ensure that you stand up first.
Posted at Wed Sep 19 01:50:58 2018 UTC (6 years, 7 months, 11 hours, 26 minutes, and 30 seconds ago)Tardick lizards no longer wander through doors.
Posted at Sat Sep 22 13:44:56 2018 UTC (6 years, 6 months, 27 days, 23 hours, 32 minutes, and 32 seconds ago)Simulated bodies in simulated ships no longer jostle other simulated bodies in the aforementioned simulated ships.
Posted at Wed Oct 10 03:27:34 2018 UTC (6 years, 6 months, 10 days, 9 hours, 49 minutes, and 54 seconds ago)Most of the larger exploration-themed ships are now considered mechanically significantly larger, in line with how big they are to actually walk around in and how large we've generally considered them to be thematically. For the most part, your familiar friends aren't going to be lugged around in a docking bay any time soon.
Posted at Fri Oct 12 18:10:00 2018 UTC (6 years, 6 months, 7 days, 19 hours, 7 minutes, and 28 seconds ago)Solar panels (the ship-based recharging system) can now be toggled on and off with the SOLAR command, so that you can preserve them until you arrive somewhere bright enough to recharge efficiently.
Posted at Fri Oct 12 18:12:11 2018 UTC (6 years, 6 months, 7 days, 19 hours, 5 minutes, and 17 seconds ago)A previously unobtainable thing is now obtainable. Participating stores only, purchase required for entry.
Posted at Sat Oct 13 04:54:33 2018 UTC (6 years, 6 months, 7 days, 8 hours, 22 minutes, and 55 seconds ago)Ships that normally would have a docking bay that explicitly do not have a docking bay no longer show a docking bay capacity within the ship store informational display.
Posted at Sat Oct 13 13:48:21 2018 UTC (6 years, 6 months, 6 days, 23 hours, 29 minutes, and 7 seconds ago)By popular demand, Tardick lizards can now be individually allowed into living quarters.
Posted at Tue Oct 16 00:06:57 2018 UTC (6 years, 6 months, 4 days, 13 hours, 10 minutes, and 31 seconds ago)Cadets can now purchase the U-4250AS United Freight d'Intsec Asteroid Courier, bringing the total number of cadet-approved ships to 5!
Posted at Tue Oct 16 00:56:23 2018 UTC (6 years, 6 months, 4 days, 12 hours, 21 minutes, and 5 seconds ago)The navigation mainframe rework that you were all potentially waiting for has arrived!
Navigational mainframes are completely different from what you've expected/remember. They now can only store their data points over a limited range, and the base duration of data within them has been considerably reduced.
Basic science vessels can now equip navigational minicomputers, which are the entry-level version. At greater exploration points, the mainframe can be upgraded in a number of ways: coverage range, increased storage time, and reduced processing time. The Imperator can eventually upgrade the minicomputer to the mainframe, albeit with much the same limitations as before. Finally, several of the upgrades within each line are locked to the Imperator, but a fully upgraded Science Vessel will surpass the old Imperator's capabilities.
Current mainframe owners have had their mainframes replaced with the basic minicomputer. They may upgrade their vessels accordingly.
Enjoy knowing where you are most of the sometimes!
Posted at Wed Oct 17 22:53:24 2018 UTC (6 years, 6 months, 2 days, 14 hours, 24 minutes, and 4 seconds ago)You may now notice from time to time that your support tickets have been categorized. This is for our own use and will not affect how your ticket is handled nor, if we're being honest, our response time. Please look forward to it!
Posted at Fri Oct 19 20:55:11 2018 UTC (6 years, 6 months, 16 hours, 22 minutes, and 17 seconds ago)Cartography mainframe and observatory station modules no longer possess a command point requirement.
Posted at Mon Oct 29 02:17:05 2018 UTC (6 years, 5 months, 21 days, 11 hours, and 23 seconds ago)The EF-0A0R United Nations Insector Emergency Response Vessel has been added to the approved ship list for the 13th fleet.
Posted at Mon Oct 29 22:27:50 2018 UTC (6 years, 5 months, 20 days, 14 hours, 49 minutes, and 38 seconds ago)Fixed certain unintended behavior regarding Ol' Gunther's speed.
Posted at Wed Oct 31 03:26:57 2018 UTC (6 years, 5 months, 19 days, 9 hours, 50 minutes, and 31 seconds ago)Items that can be unbolted in ships and apartments may now be unbolted by the last person to possess them as well as by the location's owner.
Posted at Thu Nov 1 20:20:48 2018 UTC (6 years, 5 months, 17 days, 16 hours, 56 minutes, and 40 seconds ago)The ship access system -- that is, keys -- has been changed extensively on the backend in preparation for future changes. For now, you should not notice anything different or amiss. Please report any strange behavior.
Posted at Thu Nov 1 21:32:05 2018 UTC (6 years, 5 months, 17 days, 15 hours, 45 minutes, and 23 seconds ago)Thrown something irreplaceable into the trash? Retrieve it with the new RUMMAGE command! Note that trash is emptied once per day, so trash cans still do not make particularly good storage spaces.
Posted at Fri Nov 2 03:19:22 2018 UTC (6 years, 5 months, 17 days, 9 hours, 58 minutes, and 6 seconds ago)Fixed a bug regarding the Flowmill(tm) and rift doldrums.
Posted at Thu Nov 8 02:49:18 2018 UTC (6 years, 5 months, 11 days, 10 hours, 28 minutes, and 10 seconds ago)The 'longest-range exploration ship' on SHIPINFO is now somewhat more accurate, though still not terribly accurate.
Posted at Thu Nov 22 20:26:07 2018 UTC (6 years, 4 months, 27 days, 16 hours, 51 minutes, and 21 seconds ago)The fusibility of debris is now taken into consideration for temporary station blast furnaces.
Posted at Thu Nov 22 21:10:02 2018 UTC (6 years, 4 months, 27 days, 16 hours, 7 minutes, and 26 seconds ago)Added a Long-Range Point Of Interest Sensors help file to give clarity to this entry under engineering status.
Posted at Sat Nov 24 20:55:03 2018 UTC (6 years, 4 months, 25 days, 16 hours, 22 minutes, and 25 seconds ago)Letters can now be APPENDed to.
Posted at Sat Nov 24 23:39:32 2018 UTC (6 years, 4 months, 25 days, 13 hours, 37 minutes, and 56 seconds ago)The reality bubble now covers any tethered vessels.
Posted at Sun Nov 25 03:28:40 2018 UTC (6 years, 4 months, 25 days, 9 hours, 48 minutes, and 48 seconds ago)The reality bubble now prevents many riftstorm effects, but it now brings with it a very, very small charge drain, as opposed to being a total freebie!
Posted at Sun Nov 25 03:44:08 2018 UTC (6 years, 4 months, 25 days, 9 hours, 33 minutes, and 20 seconds ago)Fixed an exploit where a ship could erroneously move while using the blast furnace.
Posted at Sat Dec 1 04:14:54 2018 UTC (6 years, 4 months, 19 days, 9 hours, 2 minutes, and 34 seconds ago)Changed temporary station charge displays for blast chambers to properly reflect the recent fusibility changes, as 1 unit of hydrogen isn't equal to one unit of iron, which means that blast chambers don't really work on pure units anymore.
Posted at Sat Dec 1 04:21:16 2018 UTC (6 years, 4 months, 19 days, 8 hours, 56 minutes, and 12 seconds ago)Basic science vessels now have nav minicomputers visible in the spots where the Imperator has the big kid navigation mainframe.
Posted at Sat Dec 1 04:32:46 2018 UTC (6 years, 4 months, 19 days, 8 hours, 44 minutes, and 42 seconds ago)The 20-year-old starship key system and the 4,486 objects that go with it are continuing to make their slow exit.
Key objects still exist for now, just in case, but the switch has been flipped and they now serve no actual function. Instead, behind the scenes, your access to a ship will be registered on the ship itself.
In order to control access to your ships, you may use the GRANT and REVOKE commands at any starship store.
In addition, if you expect to need to grant access to a ship while far away from a ship store, you may purchase a portable ship access kiosk from a supply store and install it on the ship in question.
An ACCESSINFO command has been added to show the ships you have access to. This command will also serve the function of the old LOCATE KEY command.
Posted at Wed Dec 5 21:28:20 2018 UTC (6 years, 4 months, 14 days, 15 hours, 49 minutes, and 8 seconds ago)A new Megapod raid has been added! This is the first Breaching Raid, a challenging fight that must be accomplished at least once to access future raids in the chain, and you get only one attempt per Conquest period! Check the Megapod Raids help file for slightly more information.
Posted at Sun Dec 30 00:13:04 2018 UTC (6 years, 3 months, 21 days, 13 hours, 4 minutes, and 24 seconds ago)Various help files (such as Metachannel Communicators and Community Channels) and Policy 9: Metagaming have been updated with a clarification that community channels are intended to be social channels based around shared interests or a specific concept and should not be used to mechanically divide the player base any more than alliances do already. In other words, they should not be used to mechanical advantage, and this specifically includes routinely organizing channel-exclusive "work" activities (missions, decoy beacons, nests, raids, etc.) on them. Ideally, organizing activities over the communicator should occur on the Tactical channel, occasionally the General channel, or at the very least on your alliance channels. We recognize happily that most players have been organizing their activities fairly inclusively without the need for a strict guideline, but just a few players habitually doing otherwise is proving to be a detriment to player retention. We expect you all to have a variety of reactions to this guideline, and we're happy to take your questions, comments, or proposed alternative solutions to this problem on the MTTS channel or privately via support ticket. Thank you!
Posted at Sun Dec 30 03:25:38 2018 UTC (6 years, 3 months, 21 days, 9 hours, 51 minutes, and 51 seconds ago)Fixed issues with the new enemy not dropping loot when it should, and resisting stuns/interrupts much less often than it should.
Posted at Mon Dec 31 00:43:55 2018 UTC (6 years, 3 months, 20 days, 12 hours, 33 minutes, and 34 seconds ago)Ships without FTL drives are no longer classified under the space superiority category.
Posted at Sun Jan 6 19:01:00 2019 UTC (6 years, 3 months, 13 days, 18 hours, 16 minutes, and 29 seconds ago)Pilots now always have access to their own ships.
Posted at Sat Jan 12 19:28:56 2019 UTC (6 years, 3 months, 7 days, 17 hours, 48 minutes, and 33 seconds ago)Starship key objects and any resulting empty keychains have been purged.
Posted at Thu Jan 24 17:18:22 2019 UTC (6 years, 2 months, 25 days, 19 hours, 59 minutes, and 7 seconds ago)The SHIPINFO and ACCESSINFO commands have received some small updates: 1) A ship can now be located if it is docked aboard a ship that can be located. 2) You can now type SHIPINFO [portion of ship name] to locate a particular ship, including something like SHIPINFO TRANSPORT to locate your transport if you've forgotten its name somehow.
Posted at Sun Feb 3 19:47:36 2019 UTC (6 years, 2 months, 15 days, 17 hours, 29 minutes, and 53 seconds ago)A small ground combat change: weapons not intended to reliably hit infantry targets will no longer reliably hit infantry targets.
Posted at Wed Feb 13 18:30:49 2019 UTC (6 years, 2 months, 5 days, 18 hours, 46 minutes, and 40 seconds ago)Addressed an edge case where one could somehow be declared the victor against the Beast after it just sent you home in a rescue pod. It's a good idea to report things like this!
Posted at Fri Mar 22 23:39:55 2019 UTC (6 years, 29 days, 13 hours, 37 minutes, and 34 seconds ago)New players will now start with a bag. Also, newbie clothes will no longer be explosive.
Posted at Mon Mar 25 22:36:20 2019 UTC (6 years, 26 days, 14 hours, 41 minutes, and 9 seconds ago)- Opik-Oort objects have been adjusted thematically to make it clear that they are systems that have not formed planets, since, in fact, star systems likely always have Opik-Oort clouds.
- Their luminosity potential has also been increased.
- There is now some behind-the-scenes fudging to ensure that points of interest with adequate luminosity are not too few and far between. This should not really be noticeable.
Together, these changes will ensure that exploration starships equipped with solar panels can be used with confidence!
Posted at Wed Apr 3 02:37:46 2019 UTC (6 years, 18 days, 10 hours, 39 minutes, and 43 seconds ago)Added a Starship Access help file.
Posted at Sat Apr 13 01:34:45 2019 UTC (6 years, 8 days, 11 hours, 42 minutes, and 44 seconds ago)You can now revoke your own access to others' ships by using the very last option within the ship store's REVOKE command.
Posted at Wed Apr 17 20:35:02 2019 UTC (6 years, 3 days, 16 hours, 42 minutes, and 27 seconds ago)A new dynamic title will now belong to the crew of the farthest-traveling expedition, whoever that may become in the future.
Posted at Wed Apr 17 21:04:29 2019 UTC (6 years, 3 days, 16 hours, and 13 minutes ago)Exploration databanks can now be examined in detail, and if you are the ship's owner, even deleted.
Posted at Sun Apr 28 17:05:19 2019 UTC (5 years, 11 months, 23 days, 20 hours, 12 minutes, and 10 seconds ago)Megapod raids now have a minimum battlesuit tier requirement, detailed in the Megapod Raids help file. This will not affect most frequent raiders, but will affect a few! The purpose of this change is to ensure that raid progression cannot be rushed and that raid rewards are in line with overall ground combat progression.
Posted at Wed May 8 00:39:27 2019 UTC (5 years, 11 months, 14 days, 12 hours, 38 minutes, and 2 seconds ago)The KEEP command that could be used to prevent spacesuit components from going into a flightbag can now be applied to all wearables, making them immune to the UNDRESS command.
Posted at Sat May 11 15:35:40 2019 UTC (5 years, 11 months, 10 days, 21 hours, 41 minutes, and 49 seconds ago)Added a line of rather necessary information to the technician's dialogue regarding the extra battery.
Posted at Sun May 12 01:27:55 2019 UTC (5 years, 11 months, 10 days, 11 hours, 49 minutes, and 34 seconds ago)The warehouse interface now allows you to move all modules from a ship into a warehouse with one selection.
Posted at Mon May 13 15:55:15 2019 UTC (5 years, 11 months, 8 days, 21 hours, 22 minutes, and 14 seconds ago)Cigarettes can now be "worn" to place them between your lips. Also, their commands have been modernized with our matching system.
Posted at Mon May 13 16:00:40 2019 UTC (5 years, 11 months, 8 days, 21 hours, 16 minutes, and 49 seconds ago)Portfolios (and, less importantly, filing cabinets) can now be labeled.
Posted at Mon May 13 16:17:35 2019 UTC (5 years, 11 months, 8 days, 20 hours, 59 minutes, and 54 seconds ago)Space images will now reveal if they are the original by looking at them.
Posted at Mon May 13 16:32:45 2019 UTC (5 years, 11 months, 8 days, 20 hours, 44 minutes, and 44 seconds ago)Fixed an issue where the presence of felo chow would prevent the trade of any cargo at Feng Wo ports. May need to launch and dock again for best results.
Posted at Sat May 25 21:10:14 2019 UTC (5 years, 10 months, 24 days, 16 hours, 7 minutes, and 15 seconds ago)The SCAN command now sorts ships by distance.
Posted at Sun May 26 17:37:24 2019 UTC (5 years, 10 months, 23 days, 19 hours, 40 minutes, and 5 seconds ago)By popular demand, all wandering critters must now be granted access to your living quarters if you want them wandering in, and not just Tardick lizards.
Posted at Tue Jul 9 18:13:04 2019 UTC (5 years, 9 months, 10 days, 19 hours, 4 minutes, and 25 seconds ago)ACCESSINFO no longer shows destroyed starships.
Posted at Tue Jul 23 02:28:48 2019 UTC (5 years, 8 months, 28 days, 10 hours, 48 minutes, and 41 seconds ago)The POINTS command in crafting stores no longer mentions needing twenty points.
Posted at Tue Jul 23 02:29:42 2019 UTC (5 years, 8 months, 28 days, 10 hours, 47 minutes, and 47 seconds ago)Watches with alarm and stopwatch functions now display their countdown when looked at.
Posted at Tue Jul 23 02:59:47 2019 UTC (5 years, 8 months, 28 days, 10 hours, 17 minutes, and 42 seconds ago)Valuable areas of space such as debris and asteroid fields now decay slowly as they are used.
Posted at Sun Jul 28 13:39:05 2019 UTC (5 years, 8 months, 22 days, 23 hours, 38 minutes, and 24 seconds ago)Your time in the rift and your maximum distance from civilization have been tracked for several weeks, which is, in most cases, just enough time to make that information useful, and so it now appears in the INFO command. If your character existed before this information was being tracked, then much of your time in the rift has been estimated algorithmically, based mostly on the number of discoveries recorded in your points.
Posted at Sun Jul 28 21:15:10 2019 UTC (5 years, 8 months, 22 days, 16 hours, 2 minutes, and 19 seconds ago)As a catchup mechanic, your pilot corps' collective points are now either their actual value or 50% of the points of the active pilot with the highest aggregate points, whichever is greater.
Posted at Mon Jul 29 18:58:50 2019 UTC (5 years, 8 months, 21 days, 18 hours, 18 minutes, and 39 seconds ago)Fixed a couple of ground combat exploits: Enemies should no longer end up frozen in eternal contemplation as you emerge from cover and shoot them to death, and it should no longer be quite so trivially easy to gather many enemies together on a Glyph station.
Posted at Sun Aug 11 20:44:09 2019 UTC (5 years, 8 months, 8 days, 16 hours, 33 minutes, and 20 seconds ago)The text you receive when landing now changes with the condition of your ship's landing struts.
Posted at Mon Sep 23 12:22:56 2019 UTC (5 years, 6 months, 27 days, 54 minutes, and 33 seconds ago)Flowers not in pots or vases are now temporary.
Posted at Sun Oct 20 21:07:57 2019 UTC (5 years, 5 months, 29 days, 16 hours, 9 minutes, and 32 seconds ago)The "Beast" quest now has the further requirement of using your own ship to complete it.
Posted at Fri Nov 29 23:17:36 2019 UTC (5 years, 4 months, 20 days, 13 hours, 59 minutes, and 53 seconds ago)A Languages help file has been added for background information about our approach to language and everyone's favorite universal language, Esperanto!
Posted at Tue Jan 14 04:10:08 2020 UTC (5 years, 3 months, 6 days, 9 hours, 7 minutes, and 21 seconds ago)Emergency bubbles no longer restore a ship's atmosphere. Instead, please avail yourself of the emergency compressed atmosphere canisters now available at the Torus Xenology Center!
Posted at Sat Jan 25 03:22:04 2020 UTC (5 years, 2 months, 25 days, 9 hours, 55 minutes, and 25 seconds ago)With the @email command, you can now have your support ticket responses sent to your email even when you are online and active.
Posted at Mon Feb 17 04:55:10 2020 UTC (5 years, 2 months, 2 days, 8 hours, 22 minutes, and 19 seconds ago)The Timeline help category has been rearranged and many year-specific files have been added.
Posted at Sat Feb 22 17:02:24 2020 UTC (5 years, 1 month, 27 days, 20 hours, 15 minutes, and 5 seconds ago)We've made a change to our support ticket system. Non-urgent bug reports and feature requests, when categorized as such, will now be moved to a "work queue" and out of the "response queue." This means that these tickets will be addressed, though probably not immediately, and are unlikely to generate a response -- just consider them approved to be worked on. This will allow us to more readily identify tickets that do need timely responses without being overwhelmed by a large queue of pending work.
Posted at Sat Feb 29 20:34:11 2020 UTC (5 years, 1 month, 20 days, 16 hours, 43 minutes, and 18 seconds ago)Shaving kits now deal with unset descriptions in a more contained manner.
Posted at Tue Mar 24 13:34:18 2020 UTC (5 years, 26 days, 23 hours, 43 minutes, and 11 seconds ago)Courier company Human Resource rooms now have a command that requests a performance review.
Posted at Mon Apr 6 15:20:43 2020 UTC (5 years, 13 days, 21 hours, 56 minutes, and 46 seconds ago)Made the alien ships somewhat less surprisingly talkative.
Posted at Mon Jul 6 00:03:57 2020 UTC (4 years, 9 months, 13 days, 13 hours, 13 minutes, and 32 seconds ago)Fixed an issue with looking up the weapon class of some battlesuit weapons, which made minimod damage boosts non-functional in those cases.
Posted at Sat Jul 18 22:35:25 2020 UTC (4 years, 9 months, 14 hours, 42 minutes, and 4 seconds ago)Containers specifically made to hold clothes (closets, armoires, dressers, and so on) can now have categorizing/sorting behavior enabled with the SORT command. Once enabled, you can categorize anything you put in the dresser as whatever you want. Once sorted, use the BROWSE command to find and retrieve items by category. Thank the anonymous individual who donated for this system!
Posted at Thu Jul 23 22:16:17 2020 UTC (4 years, 8 months, 26 days, 15 hours, 1 minute, and 12 seconds ago)Lunchboxes now enjoy having food inside them.
Posted at Thu Sep 3 03:42:37 2020 UTC (4 years, 7 months, 15 days, 9 hours, 34 minutes, and 52 seconds ago)Refactored some code relating to flight control, specifically checks relating to landing/docking. By and large, the difference shouldn't be apparent to players, so let us know if you encounter any weirdness, such as being able to dock to things you shouldn't be able to, or not being able to land at places where you should be able to land.
Posted at Thu Sep 17 20:26:11 2020 UTC (4 years, 7 months, 16 hours, 51 minutes, and 18 seconds ago)The effect of the rift drive impeller is now more readily apparent in RIFT STATUS, dispelling years of confusion in one easy changelog.
Posted at Sat Sep 19 03:02:16 2020 UTC (4 years, 6 months, 30 days, 10 hours, 15 minutes, and 13 seconds ago)Vessels that can control their depth within the riftflow now take time to dive and surface. However, emergency surfacing works the same as before.
Posted at Wed Sep 23 04:33:21 2020 UTC (4 years, 6 months, 26 days, 8 hours, 44 minutes, and 8 seconds ago)Most expedition ships have now been modified to always require alliance support to be used.
Posted at Thu Oct 1 00:19:24 2020 UTC (4 years, 6 months, 18 days, 12 hours, 58 minutes, and 5 seconds ago)Modular ships may now land with no restrictions.
Posted at Thu Oct 1 00:37:20 2020 UTC (4 years, 6 months, 18 days, 12 hours, 40 minutes, and 9 seconds ago)Sanitation drones will no longer clean locations containing connected characters.
Posted at Fri Oct 2 11:52:04 2020 UTC (4 years, 6 months, 17 days, 1 hour, 25 minutes, and 25 seconds ago)The calculations for the longest-range exploration ship for items like SHIPINFO now take the extra battery into account.
Posted at Mon Oct 5 12:48:46 2020 UTC (4 years, 6 months, 14 days, 28 minutes, and 43 seconds ago)The exploration knowledge category now has the potential to list ships, if the model is notable enough or the ship has certain capabilities.
Posted at Mon Oct 5 15:14:55 2020 UTC (4 years, 6 months, 13 days, 22 hours, 2 minutes, and 34 seconds ago)Ships with buoyancy control must now surface to leave the rift.
Posted at Tue Nov 10 04:13:17 2020 UTC (4 years, 5 months, 8 days, 9 hours, 4 minutes, and 12 seconds ago)The COVER command has been removed from ground combat. This command was largely a holdover from version one ground combat and has become less and less relevant over time. Its practical applications nowadays generally either border on exploitative or are already covered by the emergency launch mechanic. Please look forward to lacking cover.
Posted at Mon Feb 15 21:03:01 2021 UTC (4 years, 2 months, 2 days, 16 hours, 14 minutes, and 28 seconds ago)Added a color option to disable "special effects" for those who for some reason prefer not to read bright green text.
Posted at Sun Mar 21 20:02:57 2021 UTC (4 years, 29 days, 17 hours, 14 minutes, and 32 seconds ago)Possibly fixed an issue where Merry Band might attack targets they shouldn't be hostile to; i.e., Fringe pilots. If it should happen again, please report it along with the sector where it happened and regard it as a bug.
Posted at Sat Apr 10 06:41:53 2021 UTC (4 years, 10 days, 6 hours, 35 minutes, and 36 seconds ago)It is no longer possible to enter a battlesuit with items in your hands.
Posted at Tue Apr 13 19:05:56 2021 UTC (4 years, 6 days, 18 hours, 11 minutes, and 33 seconds ago)QE communication devices now have waterproof consoles to resist your awkward drink spills.
Posted at Tue Sep 14 13:57:27 2021 UTC (3 years, 7 months, 3 days, 23 hours, 20 minutes, and 2 seconds ago)Bears have been returned to their proper place in society.
Posted at Thu Oct 14 00:21:54 2021 UTC (3 years, 6 months, 5 days, 12 hours, 55 minutes, and 35 seconds ago)Cryosuspension tubes are now much easier to adjust to! Futhermore, nudity is now optional.
Posted at Wed Jan 19 18:41:47 2022 UTC (3 years, 2 months, 29 days, 18 hours, 35 minutes, and 42 seconds ago)You can now place sleeping/dozing people in cryotubes. Freeze your friends and enemies!
Posted at Wed Jan 19 18:58:33 2022 UTC (3 years, 2 months, 29 days, 18 hours, 18 minutes, and 56 seconds ago)Due to recent misadventures that we judge to be a bit too unlucky, riftstorms with the teleport effect now have increasing odds to immediately dissipate following a teleportation, limiting how far off course they can send you.
Posted at Thu Apr 28 23:23:27 2022 UTC (2 years, 11 months, 22 days, 13 hours, 54 minutes, and 2 seconds ago)To help offset the modern practice of pilots always using top-of-the-line equipment regardless of their point levels, using corps-owned ships for decoy beacon drops and asteroid hauling will now result in 50% credit. We encourage players to enjoy the traditional progression of gradually gaining access to more powerful ships and upgrades, which is already augmented by Agnarr's Interstellar Siege Force Rentals and the achievement system. We will continue to monitor the situation and make changes as needed.
Posted at Sun May 15 17:55:22 2022 UTC (2 years, 11 months, 5 days, 19 hours, 22 minutes, and 7 seconds ago)Felo no longer enjoy airforts.
Posted at Wed Feb 15 19:30:06 2023 UTC (2 years, 2 months, 3 days, 17 hours, 47 minutes, and 23 seconds ago)Apartment redecoration drones are now back on sale at any discount furniture store. There's only one. But that still does mean any of them. In the future. There's a strong market for cheap furniture, you know. Especially in this economy. Right?
Posted at Thu Feb 16 19:59:32 2023 UTC (2 years, 2 months, 2 days, 17 hours, 17 minutes, and 57 seconds ago)Some new rare point of interest types have had their random designations changed to better reflect their rarity.
Posted at Tue May 23 01:34:33 2023 UTC (1 year, 10 months, 27 days, 11 hours, 42 minutes, and 56 seconds ago)Using multiple charge boosters in succession will now have diminishing returns in terms of the amount of charge restored. Landing at any proper spaceport (i.e., not a temporary station, but non-alliance ports count) will reset the count.
Posted at Thu May 25 00:21:44 2023 UTC (1 year, 10 months, 25 days, 12 hours, 55 minutes, and 45 seconds ago)That one beauty shop hair dyeing error is fixed, possibly.
Posted at Fri Jul 21 21:56:23 2023 UTC (1 year, 8 months, 29 days, 15 hours, 21 minutes, and 6 seconds ago)Added an ESCAPE command to temporary space station control rooms to launch a single-use escape pod in the event of what some might call "a lil oopsie."
Posted at Mon Jul 24 18:45:47 2023 UTC (1 year, 8 months, 26 days, 18 hours, 31 minutes, and 42 seconds ago)The battlesuit COVER command has been re-implemented. Please look forward to employing it in all sorts of tactical situations.
Posted at Tue Aug 1 06:05:18 2023 UTC (1 year, 8 months, 19 days, 7 hours, 12 minutes, and 11 seconds ago)Authors of finished books may now SIGN them.
Posted at Tue Jun 18 17:47:42 2024 UTC (9 months, 30 days, 19 hours, 29 minutes, and 47 seconds ago)OOCsay now costs points to use. The first five a day are free.
Posted at Sat Jul 13 19:26:07 2024 UTC (9 months, 5 days, 17 hours, 51 minutes, and 22 seconds ago)For those of you with accepted profiles, the profile command will now let you review it.
Posted at Tue Sep 24 15:45:00 2024 UTC (6 months, 24 days, 21 hours, 32 minutes, and 29 seconds ago)Unbolting a ghost now returns it to the material realm.
Posted at Fri Feb 21 13:12:21 2025 UTC (1 month, 28 days, 5 minutes, and 8 seconds ago)A few things that could previously not be sampled can now be sampled.
Posted at Sun Mar 16 22:53:15 2025 UTC (1 month, 4 days, 14 hours, 24 minutes, and 14 seconds ago)Fixed issue with riftstorms and becalmed regions.
Posted at Tue Mar 25 23:43:03 2025 UTC (25 days, 13 hours, 34 minutes, and 26 seconds ago)Ships that contain characters set to enter quarantine/isolation should no longer be attracted to the impossibly alluring siren song of the autolander beacon.
Posted at Wed Mar 26 01:54:12 2025 UTC (25 days, 11 hours, 23 minutes, and 17 seconds ago)Talking near a speakerphone should no longer cause double-overhearing eventcidents.
Posted at Thu Mar 27 23:46:32 2025 UTC (23 days, 13 hours, 30 minutes, and 57 seconds ago)Speakerphones now hear things said directly to people's faces.
Posted at Thu Mar 27 23:54:32 2025 UTC (23 days, 13 hours, 22 minutes, and 57 seconds ago)Accord participants can now check sectors with an Accord presence. Tandem Pact participants can do the same for sectors with a Tandem Pact presence.
Posted at Tue Apr 8 00:12:23 2025 UTC (12 days, 13 hours, 5 minutes, and 6 seconds ago)Recent plot developments have led to a new trend of buying every available combat starship in order to keep a backstock -- understandable, but this both trivializes the balancing mechanic of limited starship availability and adds a great deal of database bloat. From now on, the maximum support limit (for cruisers, it's two) is also the maximum amount of that ship model that any one entity can own, whether that's a player or the alliance pilot organization.
Posted at Sun Apr 13 22:30:53 2025 UTC (6 days, 14 hours, 46 minutes, and 36 seconds ago)There should be far fewer weird issues with starship maximum storage capacity, particularly when it comes to base block (modular) starships.
Posted at Thu Apr 17 00:31:17 2025 UTC (3 days, 12 hours, 46 minutes, and 12 seconds ago)Ships that utilize the base block system (i.e. modular ships) now take the cargo component of the ship in question into account when adding their cargo capacity to the base ship.
Posted at Thu Apr 17 00:32:00 2025 UTC (3 days, 12 hours, 45 minutes, and 29 seconds ago)Starship components have been refactored to use a different data structure. This should be an invisible change... but it probably won't be! If you notice anything strange or want to give more context about a traceback, please open a ticket, and it'll all get sorted out sooner or later. Thanks!
Posted at Sun Apr 20 02:00:37 2025 UTC (11 hours, 16 minutes, and 52 seconds ago)All original work located on this site and within Star Conquest is copyright Squidsoft.net 1998-2025, unauthorised reproduction prohibited.