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Post New Universe Patch - May 7, 2016
Discussion topic for post: http://www.starsonata.com/news/new-univ ... ay-7-2016/


Sat May 07, 2016 1:10 pm
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Post Re: New Universe Patch - May 7, 2016
Copied from page 2 of this thread:

First of all I'd like to apologize on behalf of the entire dev team. It seems we dropped the ball on the patch notes and we'll do our best to improve the mechanic behind generating them for future reference. It's point 1 on the agenda of next Wednesdays meeting. The reason a lot of notes are missing is mainly because a lot of changes that were made last universe, that were already in the live build, would only come up once a universe reset happened. To be quite honest, it's likely we just forgot to add them into the universe reset patchnotes while excluding them from mid-universe patchnotes.

Now to answer a few of your questions, here it goes:

ELITE wrote:
1. Why did Annihlator Platforms and such carry over through Reset?

2. Are bases actually untractorable now, or was that bug not "fixed?"

3. How the FUCK does the industrial commod system work.

4. What is a fucking Tiny Docking Strip, why are the bps in Free Market.

5. Why can we still sell Station Y's. Or anything for that matter.


1. SI implemented the code for this but it seems one of the revisions he made was skipped over in selection of the patch. This resulted in the new tag that causes items to decay on universe reset to not do anything. I'll give you the guarantee that we'll get this function properly working for next universe.

2. As you may have noticed, after the last patch of last universe you weren't able to tractor your own bases and drones in a team owned galaxy, but you were able to tractor other people's assets in galaxies owned by them. This was because an invert tag was missing which caused the entire system to work the other way around. This has been fixed for the new universe and should now be working as intended.

3. Morat wrote an introduction guide here: http://www.starsonata.com/blog/industri ... roduction/
I'm sure yclepticon will answer any further questions you may have regarding stats that aren't obtainable for players such as consumption rates of AI bases.

4. These are an example of something that was added last uni (and I believe it was in one of the patch notes from last uni). They are aura generators for bases that improve the performance for tradeslaves within a fairly limited radius. Enjoy!

5. From Ryan: This will be changed shortly, but wasn't prioritized at the reset because Steel Girders will currently make a lot more money anyways. (There was a separate unforeseen issue that had to be fixed first)

redalert150 wrote:
Was making dg warps 5k away from each other on purpose?


No, it wasn't. I'm inclined to believe this is a side effect of the increase that suns got in their sizes. Ryan also added new code to prevent wormholes from being closeby a sun so a combination of the two may well result in the larger travel distances. I'll put it on the agenda for next meeting.

Xonok2 wrote:
How do we tell apart gas giants without building on them? Is it possible for a gas giant to have 5 base slots?


Gas giants are planets that have both Heavy Gravity AND are Gaseous. These planets do indeed have 5 station slots on them.

redalert150 wrote:
Yea where the patch notes? Also seems tweaks were changed? Didnt see that in patch notes either.

:?: :?: :?: :?: :?: :?:


With the introduction of tweak generators most tweaks that we found were very abuseable because they could be spammed have received an internal cooldown. This is however still work in progress and up for further review. I'll ask Morat & Theodore (the devs responsible) to make a forum topic about it so you can post any comment or concerns about them.

redalert150 wrote:
I feel like a lot of patch notes are missing? Wasnt the trader missions suppose to be moved somewhere? Didnt the kalthi skills get a revamp? None of that is in patch notes. Im sure there is also a lot of other stuff that slipped through patch notes?

Can we at least get a "stfu already"?


Kalthi skills have indeed gotten a second look and a lot of T1 costs have been reduced by about 1/3rd. T2s have been reduced and/or other commods added and most T3s have seen an increase in requirement. We've also reduced the amount of Subspace commods that were required significantly. I hope the new costs are more to the playerbase's liking.

Daily trader missions are now all in Tortuga I believe. Also, stfu already.

On a more serious note: I'll try to answer any further questions to the best of my abilties.


Sat May 07, 2016 2:51 pm
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Post Re: New Universe Patch - May 7, 2016
Why is it taking forever to start up a new client now? I hope i can still MC 7 with no issue...

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Sat May 07, 2016 9:08 pm
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Post Re: New Universe Patch - May 7, 2016
Why can we still sell Station Y's. Or anything for that matter.

Why did Annihlator Platforms and such carry over through Reset?

Are bases actually untractorable now, or was that bug not "fixed?"

How the FUCK does the industrial commod system work.

What is a fucking Tiny Docking Strip, why are the bps in Free Market.

What is communication, why do we have an IRC or a forums

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Sat May 07, 2016 9:10 pm
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Post Re: New Universe Patch - May 7, 2016
I feel like a lot of patch notes are missing? Wasnt the trader missions suppose to be moved somewhere? Didnt the kalthi skills get a revamp? None of that is in patch notes. Im sure there is also a lot of other stuff that slipped through patch notes?


Can we at least get a "stfu already"?

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Sat May 07, 2016 9:12 pm
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Post Re: New Universe Patch - May 7, 2016
redalert150 wrote:
I feel like a lot of patch notes are missing? Wasnt the trader missions suppose to be moved somewhere? Didnt the kalthi skills get a revamp? None of that is in patch notes. Im sure there is also a lot of other stuff that slipped through patch notes?


Can we at least get a "stfu already"?


If you log on IRC you can enjoy being ignored for multiple hours at a time. It's fun.

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Sat May 07, 2016 9:13 pm
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Post Re: New Universe Patch - May 7, 2016
The kalthi commod bps DID get changed, overall somewhat less of the t1 and some t2 while other t2 and t3 commods requirements increased. All of the commods on the old bps are still needed.


Sat May 07, 2016 9:16 pm
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Post Re: New Universe Patch - May 7, 2016
urzaserra256 wrote:
The kalthi commod bps DID get changed, overall somewhat less of the t1 and some t2 while other t2 and t3 commods requirements increased. All of the commods on the old bps are still needed.


Where's the fucking dev team with this information

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Sat May 07, 2016 9:17 pm
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Post Re: New Universe Patch - May 7, 2016
Yea where the patch notes? Also seems tweaks were changed? Didnt see that in patch notes either.

:?: :?: :?: :?: :?: :?:

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Sat May 07, 2016 9:18 pm
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Post Re: New Universe Patch - May 7, 2016
redalert150 wrote:
Yea where the patch notes? Also seems tweaks were changed? Didnt see that in patch notes either.

:?: :?: :?: :?: :?: :?:


My favorite one so far is the galaxies with literally 0 commods on any of the planets.

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Sat May 07, 2016 9:19 pm
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Post Re: New Universe Patch - May 7, 2016
Oh and the still cant click through chat bar!

Your turn lemon.

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Sat May 07, 2016 9:20 pm
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Post Re: New Universe Patch - May 7, 2016
Quote:
*Universe generation changes


I'm sure this explains my 0 commod deep warp 3 planets and moons right. 80% of the galaxy is fucking empty.

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Sat May 07, 2016 9:21 pm
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Post Re: New Universe Patch - May 7, 2016
Can we just get full patch notes plz?

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Sat May 07, 2016 9:38 pm
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Post Re: New Universe Patch - May 7, 2016
Ya'll wanted the old SS back, this is old SS.

No info about anything. Have fun in your sandbox.

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Sat May 07, 2016 9:41 pm
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Post Re: New Universe Patch - May 7, 2016
redalert150 wrote:
Can we just get full patch notes plz?


Nah, the best part is even the devs don't know what should be in the patch notes. Weird how that works when you have 20 different people working on 30 different things and no one talks to each other.

Think about it, if they can't manage to post a coherent response to any of our complaints, how the fuck are they supposed to work on the game together?

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Sat May 07, 2016 9:42 pm
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