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Post February 23rd 2009 - Dev Update 4
Hey guys,

This update is a bit shorter, since the meeting didn't last as long and the questions were less numerous. The rebalance page has been updated with the places you can now comment:
http://wiki.starsonata.com/index.php/Rebalance_Feedback

Dev Update:

  • Client 2
    • Added higher end sun types
      • Kept the same suns for dark and particle suns
      • Tweaked irrlicht to make all transparent billboards needed draw on top
      • No option for AA yet, forced on for high setting
      • Should work on all hardware since its on DX
    • Bug in target_dlg/irrlicht that makes some suns disappear for a second
      • Spent some time working on getting all the suns showing up in target_dlg

  • Lots of little changes to the tutorial to make it more dynamic and helpful
  • Some mandatory tasks that eventually time out
  • Made tutorial tips more noticeable by making the robot head look like he's talking
  • Added feature to tell player to go back when he heads out too far
  • Will be fixing player requested bugs and testing the tutorial with the rebalance numbers

  • Fixed the AI shooting problems with pulse related problems
    • Tracepath function was buggy
  • Nearly done with new fighters, need to make some more missions for them
  • Tried some tweaks to server config to reduce lag on incoming messages 56 and 15, didnt seem to help
  • Will be coding up the new database saves

  • Shield and capacitor rebalance is done
  • Added new aug stats, "CONST_SHIELD" and "CONST_ENERGY" which add shields and energy to the husk after all other stats are calculated
    • Most of the capacitors now add a fixed amount of shields or energy instead of %.
    • They will be safer from accidental OP setups
  • Most things are ready to be tested on test now.

  • Fixed a few bugs in the targeting code
  • Worked on client 2 stuff

Player Questions:

  1. Are there any plans for buildable mastery+ augs as was mentioned months ago when the new classes first went in?
    • No.
  2. Can we ever expect Ruin Fighters/Augmenters/Tech 20 Ships?
    • Sure on fighters and ships. Probably not on augs.
  3. Will Nexus areas be slightly buffed?
    • I don't know what that means.
  4. Did the T19 items and new augs go in?
    • I don't know what this is referring to.
  5. Will we get more accurate and detailed descriptions on skills?
    • Nothing is planned, but I'm willing to answer any questions about specific skills.
  6. When will the micron galaxy be completed?
    • I don't know.
  7. Will Emp Bio be in Wild Space along with Iq'Bana?
    • Emp Bio and Iq'Bana will be on Perilous Space (probably).
  8. Will the amount of perma drone slots differ from the amount of offensive slots?
    • Perm drone slots are remaining unchanged, ie the same as current live slots.
  9. Will the account-wide base slot limit ever be lifted?
    • No.
  10. Are there any plans to ever have any t18 ships (currently 0 exist), or plans to increase Remote Control to 19?
    • I plan on adding a lot of new ships and items of all techs once all the new gamebalance sheets are done. There is no current plan on increasing RC, but I imagine we will some day.
  11. With Aug Stacking removed will we see the return of Thatches/SS's with weapon slots instead of these Battle Thatches/Spheres or will Battle Thatches/Spheres get 6 Augmenter Slots?
    • I'm not sure.
  12. Is it likely that regular weekend player events will be introduced in the near future?
    • If the near future is 3 months or less, most likely not since we need to put all of our efforts behind Client 2 and conversion improvements during that period.
  13. How have the resource allocations been changed? Does this only affect common resources, or should we expect larger resources of ada too?
    • HAL was not on for the meeting, will have to answer this later.
  14. Is the AI behaviour code definitive?
    • This was answered in the previous update, question #16. Please post original questions.
    • There is a follow up to this question above in the dev notes. The bug was fixed.

Test Client:
http://www.starsonata.com/StarSonata_TestClient.exe
*May be updated later tonight*

Thanks,
Philippe


Mon Feb 23, 2009 9:30 pm
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Post Re: February 23rd 2009 - Dev Update 4
Quote:
# Should work on all platforms since its on DX


am i misunderstanding ? does this mean it "should" work on all operating systems? :shock:


Yea Gads! that is awesome. 8)

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Mon Feb 23, 2009 10:59 pm
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Post Re: February 23rd 2009 - Dev Update 4
Quote:
* I don't know what that means.
* I don't know what this is referring to.
* Nothing is planned
* I don't know.
* I'm not sure.


Ahahaha....Just had to point that out..

Other than those, it all sounds nice!

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Mon Feb 23, 2009 11:27 pm
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Post Re: February 23rd 2009 - Dev Update 4
saran wrote:
Quote:
# Should work on all platforms since its on DX


am i misunderstanding ? does this mean it "should" work on all operating systems? :shock:

Yea Gads! that is awesome. 8)


No. I meant hardware platforms. I fixed it. DX is short for DirectX, which is a Microsoft product. Do you really think microsoft would write cross platform libraries?

crackaman wrote:
Quote:
* I don't know what that means.
* I don't know what this is referring to.
* Nothing is planned
* I don't know.
* I'm not sure.


Ahahaha....Just had to point that out..

Other than those, it all sounds nice!


Jeff likes to be truthful.


Mon Feb 23, 2009 11:30 pm
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Post Re: February 23rd 2009 - Dev Update 4
Re the REbalance feed back

Well I dont know how the others did it but when I tried to give feedback I found I did not have permission to edit.

Looking at the base gear there is still a lot of work to do.

Some gear is unchanged but others have OTT stats
eg anni cannon wt 534m, size 71238 moving that would be a huge job if it was possible at all

I noted my Emp Behemoth had a cap of 50k Gross there is noway it could move such gear, is this reasonable???


Tue Feb 24, 2009 12:26 am
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Post Re: February 23rd 2009 - Dev Update 4
Russell wrote:
Re the REbalance feed back

Well I dont know how the others did it but when I tried to give feedback I found I did not have permission to edit.

Looking at the base gear there is still a lot of work to do.

Some gear is unchanged but others have OTT stats
eg anni cannon wt 534m, size 71238 moving that would be a huge job if it was possible at all

I noted my Emp Behemoth had a cap of 50k Gross there is noway it could move such gear, is this reasonable???


... i think i can manage "Eww" but no other words come to mind.

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Tue Feb 24, 2009 1:50 am
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Post Re: February 23rd 2009 - Dev Update 4
Quote:
Thanks,
Philippe


Whoa..........your real name is Philippe?

Seriously, yay for progress, is there any way you can update the test server daily so people can see their new gear stats more often?

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Tue Feb 24, 2009 6:26 am
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Post Re: February 23rd 2009 - Dev Update 4
yugioh124 wrote:
Quote:
Thanks,
Philippe


Whoa..........your real name is Philippe?

Seriously, yay for progress, is there any way you can update the test server daily so people can see their new gear stats more often?


Test is updated every time new stats are available.

And yes, my name is Philippe Sabourin. I'm from France but live in Raleigh, NC.


Tue Feb 24, 2009 8:23 am
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Post Re: February 23rd 2009 - Dev Update 4
you cant make shit like that up... seriously....

but thats what i got from one broodmother spawn on test server in Sol...
http://klaabu.pri.ee/ss/caught_by_broodmother.png

if that goes unchanged, sol galchat will be a really "chatty"...

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Tue Feb 24, 2009 8:48 am
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Post Re: February 23rd 2009 - Dev Update 4
urjuhh wrote:
you cant make shit like that up... seriously....

but thats what i got from one broodmother spawn on test server in Sol...
http://klaabu.pri.ee/ss/caught_by_broodmother.png

if that goes unchanged, sol galchat will be a really "chatty"...


Yes, of course we're going to leave that very obvious bug in...


Tue Feb 24, 2009 9:02 am
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Post Re: February 23rd 2009 - Dev Update 4
pip8786 wrote:
Yes, of course we're going to leave that very obvious bug in...


the sad part is... that i might actually believe you :mrgreen:

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Tue Feb 24, 2009 9:13 am
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Post Re: February 23rd 2009 - Dev Update 4
thanks for answering my question :D

Test crashed using ZS's on wingships could be push back code on ais doing it i don't know. But it crashes everytime. When the bullets hit the target.

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Tue Feb 24, 2009 9:50 am
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Post Re: February 23rd 2009 - Dev Update 4
Markoz wrote:
thanks for answering my question :D

Test crashed using ZS's on wingships could be push back code on ais doing it i don't know. But it crashes everytime. When the bullets hit the target.


Test crashed or your client crashed? There is a difference. We know about the client crashing when there are still bullets out for that target, it will be fixed soon. (I found the cause over the weekend).


Tue Feb 24, 2009 10:07 am
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Post Re: February 23rd 2009 - Dev Update 4
Ignore... posted in wrong thread (please delete!)

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Tue Feb 24, 2009 10:48 am
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Post Re: February 23rd 2009 - Dev Update 4
Rawr, we french ownz everything.

I dunno if i'm allowed to ask but... are base shields regen stats definitive ?

OK for the non stackage of augs with capacitor (which makes +shield bank augs useless on bases) but 450 regen on anni prot makes bases useless...


Tue Feb 24, 2009 12:20 pm
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