Space Clouds

Server/Client Patch 07.18.2016

Graphical Improvements
* Updated all suns with new higher quality textures.
* Updated all Armada drone visuals.
* Fixed subspace wormhole visually. Was linked to non existent texture.
* Reduced the textures size on disk by a lot.
* Corrected Emerald transport visage
* Loading screen now has a fade effect instead of a solid black line
* Altered dementium kit to use default user base texture. Now using in-game engine to produce blue coloring on top, saves on client size.
* Altered Paxian base to use a grayscale texture. Now using in-game engine to produce coloring on top, saves on client size.
* Improved Death Striker and Death Striker+ textures.
* Fixed prism background.

Ship Skins
* Added Golden Toxic and Ada texture skins for Samgrahakayu and Bhisajayu
* Added Super Phunki and Helga skins.
* Added new skins to Kalthi Commander ship.
* Updated Chilled Metal skin
* The Resistance ship can now use the ‘Kilo Wattage’ and ‘Tesla’s Wattage’ skins.

Holoprojectors
* Allowed holoprojectors to be directly equipped to stations as well as ships
* Converted base holoprojectors from superitems to holoprojectors.
* Added some new base holoprojectors and made them available at Junkyard Ai base.
* Added some new player holoprojectors and made them available at Junkyard Ai base.
* Updated existing holoprojectors visuals in the Junkyard AI base.
* Added rainbow holoprojector (for events), paxian spacesuit holoprojector (for events), player indicator.

UI Changes
* Added Advance Skill Points to Character dialogue (skill tab).
* Cleaned up item durability report in bot status
* Shield/energy values in bot status report are now commified and a percentage is given
* Bots now report the result of attempting to leave stasis. Failure is reported as an error (with red text) and gives reason. You’re also told of success, instead of it silently succeeding.
* Fixed the description for gyroscopic mods (description reported half the value it actually was), gives turning not agility.
* Changed how ItemCookBook items display their stats
* Fixed a typo in unique with item descriptions
* Changed the description on Extraction Expert to correctly say that it increases extraction rate by 22% per level.
* Fixed weapon range circle in the radar
* You can now click through the chat window to target objects.

Userbase/Perma Drone Changes
* Changed account base slots so that they are no longer calculated based on character skill levels, and everyone gets a flat 150 for their account.
* Removed the restriction that characters are only allowed one Outpost kit
* Tweaked Huge Docking Booms aura generator from 40 max speed to 50 max speed to overcome the Super Phunki aura.
* Removed base augmenter bps from drop list
* Engineer no longer adds tweaking to perma drones.
* Ships no longer block the deployment of attached base kits
* Junkyard Hydroponics and Extensors can now be removed off of bases when they have not yet been equipped.
* Changes the visual of Armada Ambrosia Drone, Armada Ambush Drone and Armada Baston.
* Tweaked Kasa and Iko perm drones to have 20% resistance to mining.
* Pirate drone is now vulnerable to radiation.
* Added built-in augmenters to Attached Magic Attack, Armada Ambrosia Drone and Attached Mining Defender.
* Tweaked Armada Bastion drone to be same size as a Kasa drone.
* Added Rhino Ambrosia Fighters to Armada Ambrosia Drone (requires a redeployment).
* Added Primal Lion Ultimate Slicer Superitem to Armada Bastion.
* Added holoprojector device to Armada Ambush drone.
* Added two additional superitem weapons Armada Defender (Point Defense and Armada Spitter).
* Added tags to prevent the ability to TSL transfer platform and defender drones.
* Altered Platform and Defender drone blueprint descriptions to contain “Produces 5 drones.”

Industrial Commods
* AI base consumption/production of commodities now is affected by their supply. Meaning that a station that is oversupply will consume more, and a station that is under supply will produce more

Mission Changes
* Changed the Augmenter Tweaking 16/17 mission that took Andaman Base Aug BPs to now require some augs from The Jungle.
* Adjusted strontium-90 kill mission kill numbers to make sense. restored drop kill mission to gold, silver mission still exists so players will not lose progress.
* Fixed typo in a low level seer mission that was preventing it being repeatable.
* Fixed Junkyard Kit missions listing the wrong gear onboard.
* Corrected the repeat PWI mission. Mission text accurately lists the cost & the mission is no longer available before you have completed the initial PWI chain.
* Fixed War on Earthforce missions in Brigand’s Stronghold being unavailable or available when they shouldn’t be.

Content changes
* Changed Ares Side Arenas from using Neural Keysyncs to unlocking when bosses die.
* Ancalagon (Black Nightfury) now has 12 million shieldbank, down from 20 (per phase). 2 of the guards he spawns during the fight now have 3 million shieldbank, down from 5. This change was made because we’ve noticed that the fight is fairly dull and would often take a very long time to complete, especially since we changed the way the Sniper Analyzer can be used.
* Timotheus the Red now has 10 million shieldbank, up from 3 (per phase). 2 of the guards he spawns during the fight now have 1.5 million shields, up from 500k, another 2 have 3 million shields, up from 1 million. This change was made because we’ve noticed that when Timotheus spawns and is found it takes very little time for player to kill him because they completely ignore the boss fight mechanics and just burst Timotheus down ASAP. This beef in bank will hopefully make player follow the proper fight mechanics and with it, buy some time for other contenders to reach the location and fight over the kill.
* Decreased the shieldbank of the Bana King by 15%. This change was made because Burst weapons have had nerfs, which indirectly made this boss harder to kill.
* Fixed Hermes boss from Ares ship to Hermes ship.
* Added self destructors to the fraternity/equality ai
* Decreased Armada Ambrosia drone range -30%, damage -50%, shield -110%, increases within shield recharge +20%, energy recharge +30%, transference power +20%, transference efficiency +20%, electric tempering -10%.
* Reduced Undead Jey’s resistance, should be much quicker to kill.
* The Zebu Masuta is now Radd-exable.
* Removed scoops from Mira AI.
* Added commodity crates to Perilous Perilous Space dungeon drops.

New items
* Added new t19 ship blueprints to Absolution, Beta Antares, and Sol.
* Added player indicator holoprojector to The Junkyard.
* Added to bruteforce drop Hybridized Demon Expansion or Ultimate Demon Expansion at an extreme low chance.

Item changes
* Altered the placement distance Singularity Brakes place your ship. Hopefully this will resolve the docking in Ai bases issue.
* Targeted transwarps will no longer fail if they’re warping inside of their target
* Untanglers (often known as grav disruptors) are now using a balance sheet and had their stats re-balanced accordingly.
* Added cooldowns and equip conflicts to multiple tweaks
* Built items (such as extension Ys) can no longer be pawned to ai bases.
* Lancer missile had their launch ranges increased.
* Tweaked Flare missiles
* Tweaked the launch mechanics of missiles. There should be far less cases of missiles failing to hit their target from now on.
* Reduced the magnitude of the RoF tweak applied by the Aptitude Doughnut Superitem.
* Increased the tech of the Aptitude Doughnut Superitem to t19.
* Increased the cooldown of the Power Doughnut tweak.
* Decreased the energy needed and cooldown of the Nightfury Rage & Focus Generators by 66%
* Lowered the duration of the tweak of the Nightfury Generators to 6 seconds from 10
* Converted Bule superitem and haunted superitems to holoprojectors.
* Fixed the mini rhinos engine positioning.
* Changed the Resistant to need 6000 charge required, charge rate 100 on the Resistance.
* Changed “Slave Deathblossom” to “Bot Deathblossom”.
* The Delquadrikamdon has received a rework, with an offensive and defensive form. Its blueprint requirements have also been changed so that the build cost requires less raw credits
* Fixed an exploit where ship tech upgrades could be equipped on slaves while they were undocking (and bypass ship slot limits)
* Fixed typo’s in Zaphragi and Jungle Communique.
* Added platform and defender bps to present they make 5 drones within their descriptions.

Wormhole Changes
* Created a new wormhole type that will be locked whenever there is an AI ship, drone, or solar body in front of it, for use in new content.
* Wormholes will now briefly pulse in size whenever anyone jumps in or out of them.
* Wormholes will now play sounds whenever anyone jumps in or out of them in your galaxy, rather than just hearing yourself only jump in and out.
* Added wormhole lock and unlock sounds

Misc Changes
* Normalised the volume on all sounds.
* Replaced the sun in Fortress with a eye that looks at you in top down mode.
* Fuzz aura now lasts one minute and is far more crippling in combat without being annoying outside of it.
* Added new missile sounds.
* Added new sounds to Bana Queen, Anaconda and GSA’s (Face Hugger), Temple Grounds.
* Updated Vulcanite sounds.

Misc Fixes
* Server crash fixes
* Fixed a minor error in the Station Mastery description
* Fixed targetable effects in Blue Photon Processing.
* Fixed RDD Dynamo Blueprint from giving you back a blueprint to giving you a RDD Dynamo superitem.
* Rewritten Grooved Bores skill description to be clearer, as the tracking bonus applies to all weapon types, the physical damage bonus applies to all weapon types and the projectile speed bonus applies to all damage types
* Ships looking exactly to the left no longer glitch and look as it they were rotated to the right

Changes requiring a new universe
+ Added the moons Styx, Nix, Kerberos and Hydra to Pluto in Sol.
+ Many more Earthforce ships will be roaming the Earth Force layer of the universe and will also respawn faster.
+ Added model and texture for Saturn’s moon Mimas in Sol.
+ Added the moons Phobos and Deimos to Mars in Sol along with their models and textures.
+ Added textures for the moons Callisto, Enceladus, Europa, Ganymede, Iapetus, Io and Rhea in Sol.
+ Added the model for Halley’s Comet and added Halley’s Comet to Sol.
+ Added Ceres and Vesta to Sol as planets and added the textures and models for them.
+ Added Tarnished Imperial Chest drop to Ancalagon the Black.
+ Added new sounds to Bigger Greens, Big Green’s, Green Battleships, Ice Picks, UrQa AI, Bana King, Hives and their wasps, Space Blues, Monochromes, Earthforce ships, Greaseballs.
+ Added 100 new solar bodies to the next universe generation (30 frozen, 30 blistering, 30 temperate, 10 gas giants).
+ Altered Aveksaka Xenobiology Platform Blueprint drop chance to lower by 100%.
+ Reduced the spawn-timer on Zobitan’s Hareem in Paxius.

Client performance improvement
* Some minor performance improvement when rendering the galaxy map and loading new textures.
* Client memory usage dropped down considerably with texture preload enabled. On a clean install, very high should use about 1.1gb of ram with all textures preloaded. Please note that since the patchbot cannot delete, only add, old install gain less memory improvement. To get the full memory usage improvement on an old client, delete the cache and Content folder then run patchbot.exe to redownload the cleaner version.

The Emperor contest rework

First and foremost, this idea is still in its planning stages so anything posted here may change at any given time. The purpose of this thread is to give players a chance to weigh in at an early development stage.  We welcome any questions, concerns, and suggestions.

Why are we doing this rework?

Over the past few weeks I’ve been working on a redesign for the Emperor contest. The current contest hasn’t been very fun or competitive for some time now. Long ago, the goal of every endgame team was to become Emperor of the universe. Today, the Emperor contest is a shell of its former glory. What used to be a very cool system that rallied players together to fight against the team claiming the throne has devolved into a system where players do not feel it is worth their time to even bother with it. We want to give the title of Emperor meaning again.

What exactly is changing and why?

We are planning to move Anatolia, which will be surrounded by a cluster of galaxies (more on those later) to Wild Space. This means that the galaxies will all become buildable. We made this design choice because permanent drones have become less powerful compared to player ships over the years and a small squad can take down 30 permanent Drones without too much trouble. As such, Anatolia requires a 24/7 active watch from the claiming team. While there is nothing wrong with the Emperor system being dependant on a team’s activity to some extent, the current lack of interest in defending Anatolia makes it clear that the player base would prefer a new system.

Anatolia will still be the galaxy where the Palace rests and it will be surrounded by a cluster of galaxies. We haven’t settled on a layout of the zone just yet, but you can expect something along the lines of this:

All these systems, including Anatolia itself (which is in the center), will have multiple planets of a new kind in them that doesn’t allow the construction of colonies. The planets will also have no resources other than a small amount of Nuclear Waste (which is required for the bases that will be built to stay fully operational). We’re taking these steps to ensure that players do not take these systems to make profit off of them, but only if they want to compete for the Throne.

The lore behind this area is that the war for the Throne has annihilated all surrounding star systems, leaving only ruined worlds behind.

How do you claim the Throne and how do you dethrone another team?

Anatolia and its surrounding galaxies will become buildable.  This means that becoming Emperor will be a King of the Hill contest. At the start of the universe King Midas will be the Emperor of the universe. Anatolia (and likely its surrounding galaxies to a lesser extent) will be defended by a good amount of Midas-type stations that players will have to BvB. We’re doing this to prevent players from instantly claiming Anatolia when the universe resets.

Once King Midas has been dethroned and his galaxies laid to waste, players will be able to own the Emperor zone for their team. With ownership also comes the standard rules that apply throughout Wild Space: you must own an adjacent galaxy for 24 hours before you are able to lay BvB kits in the galaxy you want to assault. The only difference is that you can only own the galaxies in this area by using outposts. The reason we don’t want them to be ownable by linking them up to a team’s HQ is simple: we don’t want a team to absorb these galaxies into their teamspace, making it more difficult for other teams to assault. The only way to dethrone a reigning team will be to blow up their palace, which they will be able to defend with their own stations.

What will the rewards for becoming Emperor be?

A team will get absolutely nothing from owning Anatolia and the palace until they build a Crown ship and manage to dock it in Sol. The rewards for becoming Emperor will be as follows:

  • Ability to create one Unclean Imperial Seal every 24 hours on the palace. (already ingame)

  • A 10% tithe to the reigning team that applies to colonies, sales to AI bases and credit scoops. (already partially ingame)

  • A team-wide aura that will give a percentage boost the reigning team’s experience gained, shield, energy, speed and possibly an increase in hull space. We are still considering whether to apply these boosts to their bases as well (we haven’t decided on any values yet).

  • The director of the team that has successfully docked the Crown in Sol will be given the opportunity to create an item of their choice (keep in mind that we do not intend to create new item types, as that would take a lot of development time). If said person would rather not design an item, they will be given a custom holo projector (which will be awesome, we promise).

Closing words

Once again I’d like to remind you all that this is in its beginning stages and nothing is set in stone. Any and every kind of feedback will be highly appreciated so feel free to comment!

Also, this rework will not go live until we are absolutely sure that BvB is stable and will cause no lag. The last thing we’d want is another Anatolia that is unkillable not because it’s so strong, but because your client crashes before you’re be able to kill anything… *cough* old Andaman Drones *cough*.

 

Weekly Dev Blog – 13th July

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Jeff

Working on finalizing all the numbers for the class change. Found a bug with Seer that they aren’t currently getting the +20% crit chance when not ambushing, and fixed it. Reformatted my hard drives and reinstalled everything after a Windows 10 related debacle.

Ryan

Ryan has been doing more work on our upcoming ingame store, so that we can have discounts and live edits to items for sale in it without having to patch the server.

Jey

Jey’s patch (which we seem to mention every week) is now Very Soon™. Jey will be writing up a blog post and giving out patch notes along with a new beta client later tonight.

Hober Mallow

Nexus
I finished going over the Earthforce Nexus experience, and cleaned the feeling of progression up nicely. The enemies in the Nexus are significantly easier to kill, and the chance of dying is greatly reduced. As long as you keep up with the upgrades to your ship you will be able to do all of the missions in a decent amount of time.

So, what are you supposed to do with all that free time you have now? Well, that’s what those two extra Wormholes around Voyager’s Last Stop are for! Those wormholes lead to The Building Academy and Arctia, and the player is directed to those areas with introductory missions that push them towards those galaxies. Arctia pushes you towards grouping up with other players, and teaches you about Remote Control. The Building Academy teaches you everything you need to know about stations. This will surely address the issue of new players not having enough to do.

I will move up the level range, addressing content between level 30-100 next (Blue Outpost/Vulcan/Mira come to mind). Expect more from me in the future.

I have also pushed for Tier 3 Commods to drop in crates in Perilous Perilous Space, along with a Dementium Locker that gives a few Dementium Fragments when you open it. This should be in the upcoming patch. I haven’t yet decided on a system for getting Honorary Diplomas from Subspace, but when I do that will be shared with you all.

I have a lot of other little things I’m working on, the most interesting I would say is the implementation and redesign of Class Super Items. I created a post in the General Discussion Forum, come lend your voice! I’m always on Discord and I’m always reading the forums, feel free to contact me about any concerns you have!

Blue Dwarf

More work on the event system, although it’s really not far now (he says). I’ve also taken steps to remove the emp spam and instead use the notification system.

Pixel

Pixel’s been working on skills! Here’s a sneak peak, this is all subject to changes:
Class skills dialog
Adv. Subskill dialog

Pixel would also want to mention that a lot of current existing players are on Discord now with active developers on the voice chat always able to help, take suggestions and often posts of development progress is presented within the Discord chat.

Weekly Dev Blog – 6th July

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MicroCapacitor

MicroCapacitor has been working on rebalancing Base Missiles to be worth using and giving some love to low tech blueprints/weapons that people don’t use much.

Blue Dwarf

I’ve been working on more of my event system stuff, I’m now working on support for us to add, modify and delete events from our game admin panel so we can administer them without having to do any server restarts.

Hober Mallow

Class Revamp is steadily moving forward, I’ll have a bit of information to share about a community contest soon. Jeff is working on the Pirate side of the starter area, I’ll take a look at the Earthforce side of the starter area. I also plan on looking at low to mid game items that are clearly either useless/out of place or have obviously better/strikingly similar alternatives and see what can be done to make them useful. That’s about it for new player directed updates.

For the other spectrum of the player base, I’ll also be looking into making Perilous Perilous Space and other Tech 21+ content relevant for Wild Space, this will almost certainly look like an additional chance to drop Tier 3 Commodities/Dementium Chunks and other useful and highly sought after content relevant to Wild Space. I may also add a way to get Honorary Diplomas from doing Subspace bosses.

Auxilium has authorized me to share some interesting information with you all: SM21 and 22 are in the testing phase! How long will they be in the testing phase? That’s not for me to say. But the content exists, it is real, and work is being done on it. You can stop pestering me so much now *cough*-13-*cough* anyway… That’s not the only cool new thing.

The Emperor system is being reworked! Implementation has been approved and should be starting soon. I can’t share everything with you, but expect a system much more interesting and fair than the current one. The current iteration is a sort of King of the Hill style galaxy defense in order to claim the imperial throne, with rewards only being handed out after you’ve claimed the throne… and we want it to be directly linked with Wild Space! Look out for more information in the future.

Pixel

Monochromatic Bosses
Pixel’s been adding even more content in relation to the mysterious Blanco galaxy! Three new bosses have been added and will be in next universe. Green looking ship is one of the new ships from the Twisted Zone!

Skill Revamp!

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We are making changes to the method of acquiring and the power provided by class skills, so that they are relevant to low level players without feeling like a skill point trap.

We will make sure that there is still plenty of variety and choice in how you build your character! I want to stress that we are looking to make these changes as endgame neutral as we can. We may end up having to adjust outliers, but our goal throughout this entire revamp is to avoid taking power away from end game players. 

This is going to be a rather long post, so buckle up and get ready to Focus!

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Current Problems

Before we begin, I think it’s helpful to explain our understanding of the problems with the current system. We’ve identified three core problems:

  • Low level class skills are not worth getting because each level has such marginal effects, and the costs go up exponentially. The “bang for the buck” just isn’t there.

  • Having a ton of class skills that each do very little isn’t fun.

  • Players don’t find their identity or play style until later, since class skills are hard to find and you don’t get them until later in the game.

With this in mind, here is how this blog post will be ordered.

  • Explain the current system for class skills, and the goals for our revamp.

  • Provide the general overview of our revamp and how skill levels will work.

  • Share our intended path of progression.

  • Wrap up the post.

Phew! Without further ado, let’s dive in!

Current vs New System

Once you’ve maxed out all of your class skills and advanced class subskills, the class has reached the peak of its power via its class skills and every class is properly scaled with each other. The skill system was designed with the end game in mind, but because of this the lower levels have been unbalanced for quite some time. This was further compounded by the strength of AI relative to the player and their assets, which would mean that certain playstyles breezed through AI without worrying about the skills. Other classes struggled even more and were caught in a situation where they were spending valuable skill points on skills that did almost nothing for them. If you were an endgame player making an alternate character, you could power through most of this frustration with game knowledge. New players, however, were immediately faced with an unreasonable power disparity.

Mutara Gap

Our goal is to ensure that all classes feel fun and exciting to play at all points in the game, and that players have access to constant progress. The current system of Focus and Class skills going to level 22, and Class Subskills going to level 20 will be removed. You will be allowed to level your two Advanced Class Subskills at any point during your class advancement.

In order to make sure this transition does exactly what we want it to do, we are keeping 5 clear goals in mind that we will refer back to during and after the skill revamp.

  • Allow meaningful class skills/class picking at a low level (within the Nexus), while taking up an appropriate number of skill points.

  • Reduce the number of levels of class skills, so that each additional level is more impactful.

  • Have all the class skills sum up to the equivalent of what they currently are at endgame.

  • Make class skills more accessible by putting them in a character tab, rather than hidden in random AI bases.

  • Give big chunks of class bonuses for free at specific points of character progression, and smaller bonuses through expensive class zen skills to get the rest of the class bonuses.  The zen skills will be class locked, but not considered a core class skill.

So… what does it look like? Good question!

new_skills_diagram_final[1]

This may be confusing, allow me to explain.

How are you changing Focus Skills?

Current Focus Skills will be broken into two skills, with the new Focus skill being 50% of the old Focus skill at the new max level of 3, but its bonuses will not be restricted to ship type. The other 50% of the power from the Focus skill will be restricted only to the correct ship type in the form of a Zen skill that stops at level 50. You will have 100% of the old Focus power at [Fleet/Combat/Recon/Support] Focus 3 and Zen of [Heavy Fighters/Light Fighters/Freighters/Capital Ships] 50.

How are you changing Class Skills?

The above system will be modified slightly for Class skills, but there will not be any ship locked bonuses for them. The first level of the Class skill will have ~33% of its total power in the current system, another ~33% will be provided by the second and third levels combined, and the last ~33% will be provided by the Zen skill at level 50. You will have 100% of the old Class power at [Berserker/Sniper/Fleet Commander/Gunner/Engineer/Shield Monkey/Seer/Speed Demon] Class 3 and Zen of [Berserker/Sniper/Fleet Commander/Gunner/Engineer/Shield Monkey/Seer/Speed Demon] 50.

How are you changing Class Subskills?

Class Subskills will not require you to level separate Zen skills in order to obtain your old levels of power, they will simply be 33% of the current level of power per level and will stop at level 3. You will have 100% of the old Class Subskill power of each of these skills at level 3.

Class Zen Skills?

Class and Focus Zen skills will take increasing amounts of skill points up to level 50 in order to obtain the full power of your Class. They will take 510 levels worth of skill points in order to fully max them out. This should push the scaling of your total power to roughly the same point that it is currently.

How am I supposed to level my class skills?

Great question. Gaining Focus, Class, Class Subskills, and Advanced Subskills will all be locked to level. When you get to the appropriate level, you will be given a special skill point that can be spent on any of the available Focus, Class, or Class Subskill skills. There will be a notification that will alert the player to the ability to gain a new class skill, and gaining the skill will be through a new class tab in the character dialog.  Gaining the skill will not cost regular skill points or credits, and can be trained anywhere. Zen Skills will be trained in your Focus and Class base in Lyceum.

Players will get their full class skills by level 1000, which is a further increase of power to low-mid level players. Our tentative path of progression would see players receiving class skill points at levels 5, 10, 20, 40, 65, 100, 150, 200, 300, 400, 500, 600, 700, 800, and 1000 for a total of 15 of these skill points.

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Closing

We want to move away from punishing players for making wrong choices before they understand how the game works, and adjusting class skills is the first step. We will determine whether or not more steps need to be taken at a later date. Again, here’s our plan.

  • Focus and Class skills are being split into 3 levels, with the majority of their power being distributed throughout those 3 levels. The rest of their power will be shifted into Zen of Focus and Zen of Class skills.
  • Class Subskills will be split into 3 levels with all of their power distributed into those 3 levels.
  • Players will gain their full class skills by level 1000, with class skill points being awarded at specific levels.

With all of this happening, we understand that things can be a bit confusing and you will have questions. Feel free to post questions, comments and concerns on the forums.

Stay tuned, there are more things yet to come!

Weekly Dev Blog – 29th June

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Ryan

I added the UI for team skill resets, so that project is finished up now. I continued work on our new ingame store for our existing microtransactions, and added support for a new one that we’re working on.

MicroCapacitor

MicroCapacitor has been changing Olympus Expander Blueprints to be more consistent with eachother and changing the expanders themselves to be a tad bit useful.

Jeff

Jeff has been working on lots of fancy ideas, I’m not sure what to tell you about it because he hasn’t told me what to say, so I’ll just say it’s Fancy Tuna fancy.

Blue Dwarf

I’ve fixed another bug with Sniper Analysis, but I need to do testing on it before it can go live. Testing been withheld because I’ve working on the database support for the automatic event system. Once this is done, the first version can go live and start running the weekend bonus events for us.

Hober Mallow

Updated the Delquadrikamdon, you can check this link to see what I’ve done and provide feedback. There may be some minor tweaks as time goes on, but I should be able to get it out to you guys in this upcoming patch.

We have come to a decision about how to deal with class scaling, and are putting the finishing touches on it. I will be sharing the overall vision on the forums shortly, we plan on being as end game neutral as possible. We do not want to disturb the balance as it is at present.

I will be actively engaging in discussion with the playerbase in the coming days about specific low and mid game content, look out for that as well. Other than that there’s nothing big to report! Stay tuned for the patch!

Pixel

Pixel’s been working on a new twisted zone!

Twisted Zone

Star Sonata 2 - Twisted ZoneIts finally here! New content relating to tech 21 & 22! Past few days me (Pixel) and many other developers have been working to make a self contained mini new zone to add to Perilous Perilous Space. This new zone contains a whole slew of new ships, scoops, engines, weapons and much more.

Prejudice Galaxy Entrance

Here’s some of what is coming next universe with this new zone regarding to new tech 21 & 22 build-able ships:

There will also be a whole series of missions allowing players to exchange unwanted gear for twisted tokens. These tokens will allow the ability to interchange them for other pieces of twisted gear of desire.

Determination of Prejudice Galaxy

Some of the new items to give you a taste what will be included:

Name Stats
Twisted Engine Tech 21, Thrust 13400, Turning 5040, Visibility 235, Light Fighter, Range +10%, Resistance to damage +10%, Size 67
Twisted Vortex Scoop Tech 21, Scoop Range 75, Vacuum Range 625, Can scoop drones, Electrical Usage 135, Shield +2%, Size 45
Twisted Pest Exterminator Tech 21, Activation Energy 6, 30 damage to each fire, DPS 15, DPE 5, Energy +10%, Energy Recharge +5%, Size 10

Twisted Fate of Death ChamberDo you want your fate decided? Well you can find out next universe!

Weekly Dev Blog – 22nd June

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Ryan

Ryan is back from his honeymoon! He has been taking it a bit easy since he got back, and finished up the team skill / team xp revamp that was started awhile back. There will be a blog coming up detailing the changes as soon as they are up on test server.

Auxilium

Auxilium has reduced the shieldbank of Ancalagon the Black by 40%. The fight was very tedious already and with the recent change to the Sniper analyzer it got even worse.
Additionally, Timotheus the Red has had it’s shieldbank increased by roughly 350%. The boss mechanics for this fight were often completely ignored and players focused on bursting the boss down as soon as possible.
Finally, the Bana King has received a 15% decrease in shieldbank because the nerfs to the burst series of weapons indirectly made this boss harder.

He’s also increased the spawners for the Earthforce AI ships that players need to kill for Piracy gear after some players were unhappy about the availability of these AI.

Jeff

Changed animation loop code so that effects can loop over longer periods than 32 seconds. Working on changes to Matura Scrapyard in pirate side of the Nexus.

Blue Dwarf

I’ve been working database support required for the automatic event system and making it so that wild bots will enter stasis instead of blowing up when inside arena galaxies (e.g., The Colosseum).

Hober Mallow

Hi, I’m the newest Developer!

I joined with the intention of improving the early and middle game experience for players, here’s what I plan on doing this week.

Support Focus and Fleet Focus are much better at engaging with solo oriented content due to how powerful Drones and Bots are at the lower end and the innate survivability these classes bring to the table from jump. Fleet Commander’s gain bonuses to Bots and Fighters, and have tools that augment those Bots and Fighters as they progress, so at lower levels they are effectively always in a squad. Gunners scale with Missiles, which are already potent before any bonuses and allow them to efficiently combat multiple targets before being overwhelmed. Engineers and Shield Monkey’s don’t scale as hard offensively, but they make up for it with good defensive scaling and efficiency with Drones and Bots. They both can use Bots and Drones, and their class skills (just like Fleet Focus) encourage them to use ships with ample hull space and solar panel slots. They get to use tools that other classes can’t necessarily fit. I’ll be looking at ways to mimic that flexibility for the other classes.

As you can see, these 4 classes all have a lot of wiggle room and allow the player to adapt themselves to different situations with a bit of intelligence. I plan on looking at ways to level the playing field for the Recon and Combat focus classes (Berserker, Sniper, Speed Demon and Seer) at the low end in order to encourage players to explore those classes the way they are played in the end game without feeling penalized for not using Bots and Drones. This may involve reworked super items (I really want to do this anyway), it may involve altering the progression of class skills (Something me and JeffL are going to look into later this week), or it may involve light touches to AI that were balanced with 1v1 combat in mind. More than likely, it will involve a combination of these things.

I’m also in the process of hashing out a rough outline for solo players to acquire Tech 20 skills via Daily Missions without being forced to group up, think Weaponry 20 and Shielding 20 “Dailies” of sorts. I really like the daily system and think it can be used to prevent players from feeling brickwalled as they make their way towards the end game.

I also plan to look into some of the underutilized Class Super Items. Class Super Items should be meaningful, and if they’re not being used then they are probably lacking in some way. I’ll see if I can get the OK to share some tentative ideas with the player base at large for feedback purposes by next week.

That’s all for this week, sorry for being long winded!

Weekly Dev Blog – 15th June

Blog

Jeff

Working on rebalancing the untanglers. Wormholes will now be smaller when they’re locked and animate nicely back to normal size when they unlock. Wormholes will temporarily pulse a little larger whenever anyone jumps through, and they will play warp sounds when anyone jumps in or out of a wormhole instead of just hearing yourself warp.

Pixel

Pixel has been working on new shiny planets for next universe! Click here to find out more.
Planetary rings

Jey

Server code for the patch has passed all my automated tests. Livetest blog post alongside patchnotes will come up soon™

Blue Dwarf

I’ve removed the levels some people had gained from a mission XP exploit, I’ve also done some behind the scene code stuff to reduce possible future issues with missions and help track down issues involving missions.

Weekly Dev Blog – 8th June

Blog

SunDog

SunDog will be adding a new mission to Strontium-90 as well as an identical item book that will explain to players what Strontium-90 is, how to complete the missions and what rewards they should expect. This may be done for other star systems and zones as well.

Elysion
Above is a preview of the star system Elysion, part of the new zone he’s working on. The Hades zone will be a mini version of Olympus, similar to how Jungle is to The Serengeti. This zone will be available for both freemium and premium players at a level range of about 600-900. Five new Pretenders will be introduced in this zone; Demeter, Medusa, Nyx, Styx and Hades. For more information, see the design document he’s made here.
The document will be updated as the zone is being made, if you have suggestions or ideas for the Hades zone (not all boss fights have been finalized yet, and some are still awaiting ideas), you can contact him ingame or on discord.

Pixel

Pixels been adding some new skins surrounding the Bhisajayu, Samgrahak’ayu, Helga and Super Phunka!
Bhisajayu
Samgrahak'ayu

Jey

Jey’s been running some stability testing for the new patch and so far it’s looking good! The next phase will be to get live test running for a few days to ensure it’s fully working.

Other things Jey has been doing is some security fixes and introducing a new anti-lag system that will hopefully stop base vs base combat from lagging the rest of the server as much.

Blue Dwarf

I tracked down some players who had gained XP from one of the new repeatable item missions.

I’ve also got myself setup with a database locally (finally), so I can do the parts of the event system that rely on a database and get it live.