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Post Pre reset patch (Oct 18)
Server
* Made it so that no PVP tag applies to teammates too.
* New Auratweak item class.
* New Charge Overloader item class.
* Neurobinding and Modding an already modded item will no longer result in duplicate, wasted mods.
* Empty prospecting nodes no longer show up in scans.
* Tweaked down the minimum dock range a bit to a value that should feel more comfortable.

Content
* Fixed Surging Poseidon Hippios Energy and Heavy Bloodstained Ares Radar blueprints using the wrong items.
* Lyceum Signet from Herophilus 3000 is now neurobound.
* Removed the Cadets from Earthforce Outpost to curb confusion of players attacking them when they shouldn't.
* Fixed Solarian Drone Blueprint being the wrong tech level.
* Fixed objects in Strontium-90 being at the wrong angle.
* Added a Nooby Planetscanner and added it with the Nooby Shipscanner to AI stations.
* Prabhava Remains for the Subspace Daily "Hatchery Mayhem" are no longer neurobound.

New uni stuff:
+ Subspace Hub galaxies are now no PvP zones.
+ Tidepool should properly have a lockout.
+ Head Master in the Building Academy now uses an Emperor's Behemoth.
+ Fixed a bug with the Pyrite node in Capella.
+ Added warp beacons to Free Market, The Mausoleum and The End of the Universe.
+ New Fleet Commander Transwarps and Missions.
+ New Seer Transwarps and Missions.

Class rebalance stuff:
= class rebalance stuff (line starting with = will not be enabled until they are all completed as a whole, merely on those notes to keep track of progress (and they are enabled on test port 3032)).
= New Gunner "Starfighter" devices.
= Gunner Big Guns skill is now +2% damage, +1% mining damage.
= Missiles Launchers can now give augmenter mods to the missiles they fire.
= Missiles automatically get 100% bonus speed and 400% bonus thrust.
= Missiles can now be fired in salvos.
= Changed bonus damage to Seer Backstab skill from +3% / level on backstab to +1.5% / level general damage bonus and +1.5% / level on backstab.


You will need the beta client for the livetest server (otherwise ap and docking will be messed up since the minimum distance was slightly reduced).

it was way too high currently on live, and admittedly, set that high because i was tired and i preferred having it too high than too low at that pint !


If you already have the beta client, connecting to test.starsonata.com port 3030 will automatically update it, if you don't have it, install it from
http://www.starsonata.com/dl/StarSonata_2_beta.exe

10.23.13 Micropatch Notes:
* Non-Premium players can no longer warp to beacons in Premium areas.
* Missing visage fix for Fleet Warp Devices.
* Removed weapon from AI Warp Beacons.
* Fix to add Team and Temporary Warp Beacon Blueprints.

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Wed Oct 16, 2013 8:24 pm
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Post Re: Pre reset patch (Oct 18)
Gunners are going to be so beefed.

I might just switch a few classes around.

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Wed Oct 16, 2013 10:57 pm
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Post Re: Pre reset patch (Oct 18)
As long as mirv's still split i think gunner is the most op class now lol.

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Wed Oct 16, 2013 11:16 pm
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Post Re: Pre reset patch (Oct 18)
kanescreed wrote:
As long as mirv's still split i think gunner is the most op class now lol.

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Wed Oct 16, 2013 11:33 pm
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Post Re: Pre reset patch (Oct 18)
what about the AP stuff that when you AP from certain places that they go to the wrong warp (and sometimes there is some annoying AI waiting to kill you)
there was a change in the bhisajayu in the last patch and it wasnt added in the notes, bageese told me that caly would add it in the notes somewhere but its not in the last or here as far i seen it
next to that, <3 it

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Thu Oct 17, 2013 7:30 am
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Post Re: Pre reset patch (Oct 18)
Most of the ap issue to wrong warp, were caused by manually added wormholes (which should fix itself next uni), if it persists, ill have to gather more info on it in a debug client and see wth is going on heh.

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Thu Oct 17, 2013 10:50 am
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Post Re: Pre reset patch (Oct 18)
kanescreed wrote:
As long as mirv's still split i think gunner is the most op class now lol.

I feel the need to remind everyone that currently just gunner has been modified according to the planned rebalance. I'd say let's wait till all classes have been modified, then we can see which class is actually OP.

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Thu Oct 17, 2013 12:54 pm
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Post Re: Pre reset patch (Oct 18)
Also note that none of the Gunner changes are going to be live until class rebalance actually happens.

And MIRVS? Pssshh, if we change them to salvos instead of splitters it would fix all the annoying bugs with them. That's what exciting.

Calypso

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Thu Oct 17, 2013 2:14 pm
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Post Re: Pre reset patch (Oct 18)
well i just decided my new class.

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Fri Oct 18, 2013 8:08 am
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Post Re: Pre reset patch (Oct 18)
Quote:
* Made it so that no PVP tag applies to teammates too.


so on this mention, does this mean no towing thatches ect in cg+ef protected space??

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Fri Oct 18, 2013 9:10 am
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Post Re: Pre reset patch (Oct 18)
RandomDude3P1C wrote:
Quote:
* Made it so that no PVP tag applies to teammates too.


so on this mention, does this mean no towing thatches ect in cg+ef protected space??

knowing admins yes, but should still be able to with squad i hope
Jey123456 wrote:
Most of the ap issue to wrong warp, were caused by manually added wormholes (which should fix itself next uni), if it persists, ill have to gather more info on it in a debug client and see wth is going on heh.

there are 2 gals that do this that havent been added halfway. 1 of the 2 gals from fiery lemnian plains to hermes, if you try to go to lemnian it APs the other way (last time tested was some weeks ago), and if you AP in small whirlpool to anywhere it takes you to medium whirlpool

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Fri Oct 18, 2013 9:31 am
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Post Re: Pre reset patch (Oct 18)
When using my sing brake there are many times today when the Singularity Sphere doesn't land close enough to the ai base to dock. Please make the docking range a little larger.


Sat Oct 19, 2013 6:48 am
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Post Re: Pre reset patch (Oct 18)
Klade wrote:
When using my sing brake there are many times today when the Singularity Sphere doesn't land close enough to the ai base to dock. Please make the docking range a little larger.



Sol base? yeah that was really annoying, spesh when I forgot to bring a tract.

Awesome patch guys!

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Sat Oct 19, 2013 8:15 am
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Post Re: Pre reset patch (Oct 18)
The empty nodes still show up in scans, and yes, i've tried this today. (When you scan individual solar bodies)


Tue Oct 22, 2013 2:19 am
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Post Re: Pre reset patch (Oct 18)
Ok, ty SodaPop. It seems I missed normal scanners and only got galaxy wide scanners. I've fixed this and it should be good for the next patch!

Calypso

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Tue Oct 22, 2013 5:07 pm
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