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Joined: Fri Sep 27, 2013 11:37 am Posts: 400 |
Discussion topic for post: http://www.starsonata.com/blog/weekly-d ... -february/
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Wed Feb 24, 2016 6:08 pm |
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Team:
Rank: Officer Main: Chrono Warrior Level: 5817 Joined: Sat Feb 16, 2013 1:36 pm Posts: 328 |
Quote: Ryan has been up to more odds and sods, fixing the Transference Power mod and the Colonial Administration skill description. Additionally he’s fixed station inventories not showing the asterisk for modded items and allowed users to search their inventories for specific mods. Lastly Ryan has been through our lower tech ruin items and adjusted how the prices and balance for a lot of them is calculated, the overall result should be that some items are a bit cheaper, some are more expensive, but they’re more powerful than they were before. Omg yes! I love the idea of being able to search for specific mods, been wanting that for a while actually. Well done devs you get a double thumbs up from me. - Chrono _________________ anilv wrote: #feelthethrm |
Wed Feb 24, 2016 6:18 pm |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
Quote: Theodore’s work on bringing the unavailable imperial skills to the game is complete, although I have no time frame for when they’ll be on live for you to train. Cool, so basically adding some skills for everyone who has exploited imp seals in storage something to do with them. This issue should be looked into before this is released. Quote: Additionally he’s fixed station inventories not showing the asterisk for modded items and allowed users to search their inventories for specific mods. This is great! Thank you very much. _________________ "I still miss the Crack Whores..." - Jeff_L |
Wed Feb 24, 2016 6:19 pm |
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Team:
Rank: Officer Main: kwilson Level: 5328 Joined: Mon Apr 12, 2010 10:07 pm Posts: 105 |
Twitter?
Let's see... a year and a half between tweets....so we can expect another tweet sometime in August of 2017? I think I will start following sometime in the summer of 2017 just to be ready! |
Wed Feb 24, 2016 6:21 pm |
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Site Admin / Dev Team
Team:
Rank: Councilor Main: The SI Level: 2016 Joined: Wed Sep 01, 2010 4:24 pm Posts: 531 |
Glad you like it! How it works "behind the scenes" is it searches a second string for the mods, in the format of [Composite][Forceful] in this example item. so if you type "force" you get all items with forceful mod AND all items with force in the name. You could type "[Forceful]" and just get the modded items, or even type "][" and get the double modded items.
Attachment: modsearch.PNG You do not have the required permissions to view the files attached to this post. _________________ Hey, I'm Ryan! I've been playing Star Sonata since early 2005 and I've been involved with the development of the game since 2009. I do server and client programming mainly focusing on bug fixes, but I've also dabbled in creating a little bit of content too such as Captain Kidd. |
Wed Feb 24, 2016 6:23 pm |
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Dev Team
Team:
Rank: Officer Main: yclept Level: 2002 Joined: Wed Mar 14, 2012 11:47 am Posts: 534 |
redalert150 wrote: Cool, so basically adding some skills for everyone who has exploited imp seals in storage something to do with them. This issue should be looked into before this is released. This is a non-issue because the new skills will not be trained using Imperial Skills. They are only referred to that way in the blog because they were created in the old days according to a similar pattern (5 levels of a small % bonus to a given stat). _________________ Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. |
Wed Feb 24, 2016 6:30 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
yclepticon wrote: redalert150 wrote: Cool, so basically adding some skills for everyone who has exploited imp seals in storage something to do with them. This issue should be looked into before this is released. This is a non-issue because the new skills will not be trained using Imperial Skills. They are only referred to that way in the blog because they were created in the old days according to a similar pattern (5 levels of a small % bonus to a given stat). Are they just credit sinks or what? And can we change the old imp skills to not take imp seals either? _________________ Lemon/Meo |
Wed Feb 24, 2016 6:32 pm |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
yclepticon wrote: redalert150 wrote: Cool, so basically adding some skills for everyone who has exploited imp seals in storage something to do with them. This issue should be looked into before this is released. This is a non-issue because the new skills will not be trained using Imperial Skills. They are only referred to that way in the blog because they were created in the old days according to a similar pattern (5 levels of a small % bonus to a given stat). Awesome i was hoping this was the case. GG. _________________ "I still miss the Crack Whores..." - Jeff_L |
Wed Feb 24, 2016 6:37 pm |
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Dev Team
Team:
Rank: Officer Main: yclept Level: 2002 Joined: Wed Mar 14, 2012 11:47 am Posts: 534 |
They are mainly commodity sinks. I will save the details for when they are closer to release (not sure when they will be patched in). And there are currently no plans to change the existing Imperial Skills. The new skills being put in are similar in format but are not related thematically.
_________________ Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. |
Wed Feb 24, 2016 6:37 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
Finally, my bindo'd shit will be easier to search through. Thank fucking adum.
_________________ Lemon/Meo |
Wed Feb 24, 2016 6:48 pm |
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Team:
Rank: Councilor Main: DreadLordNaf Level: 12667 Joined: Sun Mar 18, 2012 10:33 am Posts: 677 |
Ryan wrote: Lastly Ryan has been through our lower tech ruin items and adjusted how the prices and balance for a lot of them is calculated, the overall result should be that some items are a bit cheaper, some are more expensive, but they’re more powerful than they were before. To clarify, the actual stats have changed on some of the ruins items? But only for "lower tech" ones? What is defined as "lower tech"? Im glad ruins are being looked at though. |
Wed Feb 24, 2016 8:35 pm |
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Site Admin / Dev Team
Team:
Rank: Councilor Main: The SI Level: 2016 Joined: Wed Sep 01, 2010 4:24 pm Posts: 531 |
dreadlordnaf wrote: Ryan wrote: Lastly Ryan has been through our lower tech ruin items and adjusted how the prices and balance for a lot of them is calculated, the overall result should be that some items are a bit cheaper, some are more expensive, but they’re more powerful than they were before. To clarify, the actual stats have changed on some of the ruins items? But only for "lower tech" ones? What is defined as "lower tech"? Im glad ruins are being looked at though. The short story is that many ruin items were a lot worse than they should be due to the fact that their costs were set to much lower than their actual acquire costs in-game. Upping the cost the balance sheets considers them as gives a lot more "raw power" to the item that can be used towards various stats. This wasn't universally the case (most high tech items were correctly set) but most low tech items were very far off, and will see the biggest change on average. _________________ Hey, I'm Ryan! I've been playing Star Sonata since early 2005 and I've been involved with the development of the game since 2009. I do server and client programming mainly focusing on bug fixes, but I've also dabbled in creating a little bit of content too such as Captain Kidd. |
Thu Feb 25, 2016 12:24 am |
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Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
Blame teh balance shits good work on the inventories
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Thu Feb 25, 2016 12:49 am |
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Contributor
Team:
Rank: Main: Dark Steel Level: 9138 Joined: Tue Jan 24, 2006 10:35 am Posts: 2068 Location: Netherlands |
ELITE wrote: Finally, my bindo'd shit will be easier to search through. Thank fucking Ryan. Fixed Dev team is going hard. I love it, good work everyone. _________________ ~DarkSteel / Auxilium Universe Map: http://www.starsonata.com/map/ |
Thu Feb 25, 2016 3:32 am |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
Quote: Pixel has been working more on our permanent drones and playing around with making some missions automatically start when you enter the galaxy. He’s also done even more UI improvements. How about we just completely remove that instead, since it's really fucking annoying? |
Thu Feb 25, 2016 4:22 am |
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