Space Clouds

Weekly Dev Meeting – September 10th

Bloggy

Col Legno

I fixed bugs.

Jey

I found the buffer issue for the client and think it’s fixed, needs tests run on it.
Fighting the webserver over team scores which are taking too long to calculate.

Blue Dwarf

Not a great deal from me, really. Nothing fancy or exciting.

Shameless plug for a shout out and making an attempt to actually be organized though, next weekend is our bonus weekend. Is there anything in particular you guys want?

Ryan

My main focus this week was on towing, specifically in the Nexus for new players. I fixed a few bugs (such as inventory disappearing after towing) and we’re also making the starting bases towing bases so that new players can tow right away instead of waiting out their stasis timers and get right back into the action. I also fixed a font bug for the names below AI ships, where characters were aligned improperly.

Player questions!

Question 1

When will the SPEX system or whatever it was called be implemented? The ingame voucher system that was discussed years ago.
Ryan: It’s waiting on a webserver patch that has been delayed for a while now due to a variety of reasons. I’ll give this a solid soon™.

Question 2

What is the meaning of life?
Jey: Life is code and code is life
Jeff: Meaning is relative to the person evaluating a thing. There is no extrinsic meaning of life. The meaning of life is the meaning that you choose to give it.
Col Legno: dude…no 42 for the meaning of life?!?!?! come on!

Here’s the link to submit a question!

Weekly Dev Meeting – September 3rd

Bloggy

Ryan

I fixed a longstanding issue relating to field generators that was causing HQ and Outpost kits to become stuck in a strike when they ran out of rations.

I’ve worked on the (Empty Itemtype slot) stuff that a few of you have seen on the forums.
The Userbase side of it was very easy, but there is a little bit of work to finish up to get it working at 100% for ships.

eslottest5

I also fixed a few bugs with our gui tables and have added support for resizing inventories! I hope you all enjoy it as you play, I know I will. :)

inv_resize

Col Legno

I’ve been fixing T21 daily missions, the dailies will now allow you to do one mission a day but each mission has a three day lockout. I fixed some subspace issues too.

Blue Dwarf

So the Outpost/HQ/Palace thing is pretty much done and includes some small, but nice, new management changes for teams.

It works simply so:
If you share a galaxy with a team mate, own the Palace, an Outpost or the Headquarters you’re unable to leave the team, unless you’re Councillor+ (for OP/HQ).
If you are booted the Palace is abandoned, all other offending bases are set to destroyed (dropping no items).

In addition to this there is now a confirmation dialog for booting players which should save some players from those accidental boots. The dialog will inform you if booting the player would affect your team but not what bases or where.

Which brings me to the last point, there’s a new command for checking any offending bases, /basecheck which’ll provide a report on your bases.

Additionally, bases will automatically be set to your team on deployment and transferred bases between team mates will keep their team ownership, removing the need to team a lot of your kits.

Theodore

Theodore is content now! Yay.

Added repeatable olympus boss key missions.
Adjusted the inertial dampener bps to prevent excessive prom needed at one time.

Player questions!

Question 1

Can the subspace invasion be looked at. It doesn’t seem possible to reverse the colony nerf by any mechanism. Ie it’s not possible to lose the aveksaka ownership of the galaxy. It’s not possible to clear a galaxy as there’s eggs that never stop spawning even when you clear the pillbox. Or at least explain the intended mechanism to us. Thanks buzzy
Ryan: We have the colony nerf turned down until we’re satisfied everything is 100% worked out. In the meantime there are some fixes on test server and they’ll work their way live soon. Once we’re satisfied everything is working as intended, the alien device will begin working at full strength again.

Question 2

I know it’s asked a lot, but can you give any estimated date for the Steam release?
Jeff: Last time we submitted it, they took issue with a few things which we have now fixed, and we’re ready to give people beta keys to test the Steam functionality in client. We misunderstood what we were submitting last time, and though it was just the online assets, but instead they actually looked at and tested the game, so that’s why we have been polishing the in-game Steam stuff a bit. We should be able to resubmit very soon, but the last time we submitted at this stage, it took them several months to get back to us. Fingers crossed.

Here’s the link to submit a question!

Zebucart.

Look. It’s a zebucart. Wow. This is amazing.Zebucart

Something something Improcerus event. Congratulations to the winners, I guess?

Bye.

Btw, uni reset in 3 weeks. Kthnx.

 

(In all seriousness, that’s the zebucart reward for the Improcerus event. Just found it funny to do a lazy blog. Wonder what the other dev’s reactions are going to be when they found out I posted this. And no, there’s not really a reset.)

Download for missing files

If you have problems with some skins and ships not appearing correctly after the most recent server patch, you can go to the following post in the forums with instructions on how it can be hopefully fixed.

http://forum.starsonata.com/viewtopic.php?f=9&t=61028

Server Patch 08.27.2015

General Improvements and Fixes:
* Commified credit values in mission messages to the player
* Removed Transference Resistance from the base drones and given them all 100% Transference Efficiency
* Added in new superitems to all player obtainable Kalthi ships, Divine Behemoth, Merchant Navy Contriver, Harrier and UrQa’qa Qu’ishi Qa.
+ Tweaked universe generation settings so subspaces won’t be created to Perilous Perilous Space galaxies from Wild Space galaxies
* Removed erroneous newlines from fighter/missile error messages
* Fixed Super Intelligent’s Critical Hit Rate bonus being multiplicative instead of additive
* Replaced display of GG in slave status with item durabilities
* Improved mining slave error checking and reporting
* Fixed a wrong mission requirement cost in some Junkyard missions
* Fixed a mistake in a Player Progress Mission
* Fixed special galaxies in Earthforce Space not having the same blueprint restriction as other Earthforce Galaxies
* Given the Armada Ambrosia Drone the same treatment as the rest of the base healing drone series
* Given team exp tithe report in event chat a resolution of a thousandth of an XP
* Gave Attached Adonis, Argonaut, Ambrosia and Andaman Drones the same treatment as their non-attached versions
* Fixed an issue where f2p could not be attacked in wild space
* Fixed Auric Sector missions not being there.
+ Removed the level 200 limit from The Plantarium and instead gave it F2P only PvP
* Set the starting cash on Palace to 10m
+ Gave the Palace sticky and cost free versions of Hydroponics and MRE Factory
* Decayed item message cleanup
* The remove option in the trading bay now removes the item from the vending list (as does setting all the values in modify to 0)
+ changed the purple emperor’s favor reward from tourmaline traveler -> topaz traveler to topaz traveler -> tourmaline traveler.
* Fixed Eridium Transdim Extension Blueprint DG drop
* Removed profanity from War Chant of Ares+ Augmenter Blueprint
* Fixed a bug where you could equip drones to husks that aren’t ships
* Multiple missions and items spelling fixes
* Replaced the aura on the Vazi’a with a less powerful version
* Fixed an issue where Micro Vacuum Scoop was listed twice in the drop tables, where one instance should have been the Mini Vacuum Scoop, so I added that
* Individual wild slave balance. This only affects Green Battleship, Multifiring Bigger Green and Qokuji’qi. This does not affect the AI itself, but when captured as a wild slave they will have the following nerfs: Green Battleship has 50% lower resistances and 20% lower range. Multifiring Bigger Green have 50% lower resistances and 30% lower damage. Qokuji’qi have 20% lower resistances.
* Fixed a bug where items built by blueprints would get their values calculated incorrectly if the blueprint made multiples of them
* Made the Golden Warrior and Neon Warrior skins also apply to the Kalthi Armored Warrior and Kalthi Wrathful Warrior, and added the files for the Raging Warrior skin.
* Fixed Hullet Radar (II) mistake to get radar 5 in shadow
* Fixed typo with ‘Hellfire Remains’
* Made the Raging Warrior skin also apply to the Kalthi Armored Warrior and the Kalthi Wrathful Warrior.
* Squad Transwarp will no longer warp squadmates in escape pods.
* Base kits now have more starting space depending on their tech and rarity/price so that they can fit 1-2 matching extensions.
* Added clarification about how many outposts you can have
* Biogenic Plasma Conduit blueprint typo fix
* Fine Tuned blueprint decription typo fixes

Spawner Fixes:
* Added the ability for wild spawners to not be placed in owned or protected galaxies
* Made it so the AI Outposts won’t spawn in owned/protected galaxies
+ reduced copper 5 spawn time to match the rest of the levels.
+ doubled the voltage and ampage spawners in EF layer so people trying to do strontium have a few more ai to kill. The additional spawners will not be aggro so low level players won’t have trouble with the increased amount of ai. The experience and drops on the additional ai have been decreased.
* Fixed some spawners jumping out of galaxies when they were not supposed to (I’m looking at you Space Rat Broodmother!)
* Increased emp’s despawn time to match his respawn time (120hr, used to be 1hr)
* Set Cardinal Bellarmine’s respawn time to 1day (from 20 minutes) as he’s instanced
* Fixed High Prophet’s lockout
+ Converted protoplasmica gates from key syncs to gate lock system
+ Giant asteroid spawner generation fix
* Fixed an issue where UrQa’qa Qu’ishi was not randomized and bound to its layer

Temple of adum:
* changed the timezone on the secret temple of adum mission to match server time instead of gmt.
+ fixing sentinel boss spawners in trials of adum so that they will as intended unequip their weapons upon engage unless you do something wrong in the trial.

Subspace missions:
+ Removed incorrect second starting galaxy for BluePhoton and Lyceum intro missions.
* some tweaks to the mission text – adding in directions to instances, reminding players they’ll need a planet scanner, cleanup of text.
* fixed some mission start and ends that had been commented out due to autocomplete. Players can now abandon and then restart autostart missions. I also made the autostart missions dialogs popup in the EFI arm of subspace.
+ Subspace missions blue photon arm boss will now drop the mission commod even if the boss is one shotted.
+ higher level missile and fighter missions have been decoupled from the lower level missions. Players will now be able to start these missions without having completed the low level mission chain.
+ added subspace enforcer for the prize at the end of the EF I subspace missions

T21 Missions:
+ Roaming Hermes will no longer roam into perilous perilous space.
+ Adding The Pilot Farm galaxy in staff quarters for the t21 capture the pilot missions.
+ Added a key mission to the Arena chain of t21 missions. All missions in the chain will need to be opened in order to open the key mission to get into the pilot farm. They key mission will be in the same base as the rest of the arena missions.
+ added a custom wave dungeon for the guardian missions for t21 skills.
+ Electric Eel now has a custom DG in staff quarters.
+ T21 missions are no longer randomized. You can now do any one of them per day.
+ T21 dailies increased to 3 day lockout, but randomization removed.
+ moved the instance holes in staff quarters to make more sense.

* are things that will go in at the time of the patch
+ are things that require a new universe before they actually apply.

Weekly Dev Meeting – August 26th

Bloggy

Before we get into things, a return has occurred and we’d like to welcome Precursor back to the dev team!

Ryan

Worked on some changes for base kits with yclepticon, with changes to both starting space and resists. The space changes should allow a tech/rarity equivalent expander to fit in a base from the start, so you don’t have to juggle small expanders just to be able to fit the ones you actually want to use. For example the T12 store bought kit has 300 space so you can fit size 250 transdims. The resist changes are detailed in this dev notes post.

Jey

Prereset patch coming up on thursday evening! Other stuff too, but it’s just the same as last week. The beta is now in an usable state, but it’s nowhere near ready to become live client and will likely have to wait until after reset to be fully fixed.

Col Legno

I’ve been fixing a bunch of little things and planning the galaxy layout for SM22.

Blue Dwarf

I’ve been working on a couple of small bugs, firstly stopping the AI Outposts from spawning inside AI owned/protected galaxies, such as Earthforce Perilous Space Outpost and issues involving ownership of HQ, Outposts and the Palace when leaving or being booted from your team.

Player questions!

We had some pretty cool questions this week

Question 1

What is your favorite Boss in all of Star Sonata?
Jey: DC

Jeff: Iq’Bana

Ryan: I always liked Iq’Bana most visually.

yclepticon: Lion or Poseidon

Blue Dwarf: All the bosses! … Not really sure, Blob has cool scripting but is annoying to kill (because of his script)… Actually, Astro Santa, even if he doesn’t quite work as I wanted him to.

Theodore: Rhino

Col Legno: Copper, It was the first I could solo, and it was fun learning how

Question 2

Do you guys think this game will ever hit mainstream?
Jey: I do hope for it to grow a few times bigger than it is now. But mainstream would be horrible, the game plain simply isn’t designed to accommodate millions of players.

Ryan: I think mainstream is a pretty big stretch but I feel like we have a lot of room to grow even if we stay “tiny” compared to games like WoW.

Col Legno: Nope ss will never hit mainstream
But I think it’ll be more comfortable in it’s niche

Question 3

Did you guys ever wanted to plan on doing something big for this game?
Jey: Big is rather relative, many of the updates are big if you consider all the work that goes in them :P . Unless you mean C2 kind of big, then there can’t be all that many since we worked many years on that before it was even able to render c1 galaxy :P .

Jeff: C2 was pretty big. Alien invasion were pretty big. Tech 21 and tech 22 were pretty big. :) We have some new ideas for the future, but nothing that’s ready to be announced yet.

Ryan: I’ve always wanted more dynamic content in the game rather than static bosses you go kill so it’d be more than “go here kill that”.

Blue Dwarf: I’ve not particularly done much big stuff so far, although I have some cool wishes if they ever come to be of stuff. It might not seem big to players but for us it’d be big. Rewriting missions and added a epic staged-mission type thing to replace mission chains would be good and I’d love to play around with the universe generation to create some more interesting galaxies or solar systems and add other things like supernovae and comets/meteors.

Col Legno: If ss was my full time job I’d have big plans. But with a day job, all I really want to do atm is fix things

Here’s the link to submit a question!

Weekly Dev Meeting – August 19th

Bloggy

Jey

Still working on the beta client issues. I got a few mostly fixed, but some of them make very little sense in the scope of what was changed in the beta. I am also in the process of investigating a windows 10 related freeze but still uncertain as to if its caused by ss or by an issue in the drivers.

Col Legno

More Subspace mission fixes and bug testing!

Blue Dwarf

I’ve been looking into a rather cryptic bug with our wild AI placement at universe generation. It seems a bunch of our spawners weren’t being placed correctly, but after cleaning up and fixing a few other things I can’t find anything wrong! So I guess it magically fixed itself (or maybe one of us fixed it without knowing).

Jeff

Finished the new account dialog screen. Now with pretty colours and Earthforce lady!

Player questions!

Totally forgot! But we need some more so ask away!

Here’s the link to submit a question!

Weekly Dev Meeting – August 12th + Universe Reset

Bloggy

Jey

Still working on fixing the issues on the current beta client, progressing steadily but still unable to give an eta, could be now or could be this weekend. There is a full patch in preparation, date will be announced once it’s certain. I also did some slight tweaks to our database configuration to reduce the website slowdown whenever the team scores are updated.

Blue Dwarf

Not a lot of interesting stuff going on in my world of late, but I’ve got some good stuff on my plate for next week!

Col Legno

I have had a horrible frustrating week of no internet! But despite that, I managed to fix the sentinel spawner issue in Trials of Adum. After it’s patched in you’ll be able to do the trials without being auto aggro to the sentinels.

Ryan

Moving!

Jeff

Working on a new look for the new account dialog.

Player questions!

Question 1

What are your favorite aspects of Star Sonata? Such as combat, building bases or the colony/ruin system.

Col Legno: I like having alts on everyone’s teams and know peoplg. Game politics and social interactions.
Jey: trading and politics
Jeff: building bases
Ryan: bases and teams
Blue Dwarf: Story, lore and universe generation and teams in the days when I was more active.

Question 2

Anything more you can tell us about the Steam launch, understanding you cant reveal everything now. Such as when it happens will be it be something mid-uni or timed to align with a uni reset? Are servers prepared to handle that big of a influx of new players in the Nexus? Any big changes or other things in the works you guys are doing specially to support and refine the game for the steam launch?

Jey: Uni reset is not needed for steam
Jey: Server have a queue system planned to handle the influx
Jey: Rest is content so I cant answer those, but i hope more cleaning / bug fixing to ensure as smooth as possible experience for new players

Here’s the link to submit a question!

Universe Reset

Ahab’s Bubble and Squeek brews have been dropping in quality lately and that can only mean one thing! The Space Rats are falling ill. Enquiring with Farmer John, Ahab has established this is because the binding forces of the universe itself are breaking apart! Creaky the Robot predicts the final collapse will occur at August 29th, 1PM in the Earth time of Eastern Daylight Time. We hope to see you all on the otherside!

Weekly Dev Meeting – August 5th

Bloggy

Jey

Beta client! Details here.

Blue Dwarf

I’ve finished up my map and handed off to Ryan to integrate onto our website.

I’ve also fixed a bug with the calculation for costs of built items when their blueprint builds more than one item and I’ve been thinking over the design and how the item and mission viewer would work.

Col Legno

I’ve finished up the T21 skill mission changes and they’re in testing. I’ve added a new prize for the end of the last Subspace mission and hope to finish testing the rest.

The Vert

I fixed some spawners jumping out of galaxies when they were not supposed to. I fixed it in the XML for one spawner in Enigmatic Sector and one in Sol (that pesky damn Broodmother!)

I have finalized the individual wild slave balance that so many players have requested, and which was planned and discussed a long time ago. Titan Bigger Greens, Green Battleships and Qokuji’qi are much more balanced now. This only affects their wild slave form, and not the spawner itself.

We’ve also discussed fighters for a bit, but we need some more time on this and get the content developers together to progress on this.

Ryan

Among other things this week, I helped integrate Blue Dwarf’s map into the website. We’ll also be exposing the universe info in JSON format under a starsonata.com/api type url, we’ll give you more details in an upcoming blog post. I’ll be moving over the next week, so you probably won’t hear to much from me for a couple weeks.

ergosphere

Unfortunately we don’t often get updates from ergosphere due to time differences, however I was sent this from him!

The below images are of the Kalthi Commander, which I have made a model and textures for. The Kalthi Terminator will look the same as it, except larger. I have also made textures for the Armored and Wrathful versions of the Kalthi Commander in a similar way to the other Perilous Perilous Space Kalthi ships that I have made.


Player questions!

Question 1

“Whats your favorite alcoholic beverage?”
Suit: I’d say I like beer. But not the American type. Belgian/Dutch beers.
Guinness is nice too.
But it depends on the situation. When out to dinner, wine is preferable.
Or a random evening, sometimes a single malt Whiskey

Blue Dwarf: Cider for me, prefer sweet to dry. Rekorderlig, Kopparberg, Aspall and Old Moot Cyder specificly.

Col Legno: Chocolate Martini.

Jey: Rum.

Jeff: Uuuuummmm, I’ll say right now it’s Ouzo. I also like a nice dark rum.

Ryan: Margaritas for me

Question 2

“Is there any plans to develop/implement Tech 23 in the future? If so what kind of time frame if any can we expect on its implementation?”

Jeff: We don’t really have any plns or thoughts right now
Jeff: I believe our current plan is to resubmit to steam and new content areas.

Here’s the link to submit a question!

Weekly Dev Notes – July 29th

Bloggy
Has to be said, pretty slow week. But slow weeks give us the longest meetings it seems!

Jey

An update hails down from the Great White North!

Jey has been up visiting his home town, but tells us he’s planning to do a patch soon. His client work is ‘pretty much done’. The final performance increase is around 23 times in high activity scenarios (e.g., base combat).

Blue Dwarf

I’ve been working on the bug where aura projectors affect others in locations they shouldn’t (such as non-PvP galaxies).
The map has been recieving some tweaks and tests to present older browser issues with some information on why it’s broken, instead of just breaking in their browser.

Col Legno

I realized I forgot to make an instance for roaming Hermes. I set up an instance for him and it’s nearly done.

The Vert

I fixed a bug where I had added Micro Vacuum Scoop twice in the drop tables, where one should have been a Mini Vacuum Scoop.

Ryan

Alien invasion fixes seem to be working and should be patched in sometime soon!

Player questions!

Question 1

Actually two questions, since they’re the same question
“When will tech 21 and/or tech 22 base gear be implemented?”
and
“When can we expect to see t21 and 22 base stuff being worked on? Can we get a fairly quantitative answer?”

We had a pretty length discussion on this in our meeting today. The overall result is that we’ve agreed on an acquisition method for these skills and are now beginning to plan it out.

Question 2

“There was a fair amount of discussion about a base slot revamp, any updates on that?”
yclepticon: It’ll be considered in parallel with the SM 21-22 project.

Here’s the link to submit a question!