Space Clouds

You need to place your drone in a clear place

Most of us have experienced “You need to place your drone in a clear place” at some point in the middle of combat. You’re fighting, you want to get some drones down for defense, but there are ships swarming all over the place, and you just can’t get a clear spot. All you can do is Spam your hot key repeatedly, hoping for a brief opening.

You Need To Place Your Drone In A Clear Place
Since the main point of this retriction on drone placement is to keep them visually separate so they can be selected and targeted properly, it doesn’t necessarily make sense for such quick moving things as ships and mobile drones to block the placement of drones. It was also the case that you could deploy a mobile drone on top of a normal drone, but not the other way around.

I was up in the mountains, looking for something quick to code on my laptop and decided to rewrite the function that determines non-mobile, non-attached drone placement. The new code will not block drone placement from ships or from mobile drones. Since both of these types of objects move around a lot, it makes sense to me that they shouldn’t block normal drones from being placed.

Here’s the new code, just for fun. This should be appearing on live in a patch sometime soon.

// make sure nothing is underneath or it's a special drone
if (!bSuperItem && !IsMobile() && !GetSpec()->bEthereal )
{
  sobit_ALL it;
  for (it = husk->getGal()->sobs.begin(sobmap::PARSE_ALL); it != husk->getGal()->sobs.end(sobmap::PARSE_ALL); it++)
  {
    SpaceObject *sob = it->second;
    if (sob == husk   // The ship deploying the drone won't block it
      || !sob->Corporeal()  // Non-corporeal things will not block it
      || sob->SobType() == SOB_SPACESHIP) // Spaceships will not block it
      continue;
    Pillbox * sobPillbox = dynamic_cast<Pillbox *>(sob);
    if (sobPillbox && sobPillbox->IsMobile())
      continue; // Mobile drones won't block normal drones
    if (sob->WithinRange(husk, (sob->sizex * 0.5) + (GetSpec()->diameter * 0.5)))
      throw string("You need to place your drone in a clear place.");
  }
}

Calypso Update 11.6.14

It’s been a few weeks since an update, but I have some definitely interesting things to talk about! This update covers a few new mission and spawner options I’ve created for some new content I will also be discussing! Keep reading to find out more!

arctia_expansion

A few weeks ago there was what I thought was a rather good suggestion about how it makes a lot of sense to move some tutorial elements into the low level custom dungeons like Arctia and Vulcan. I really liked this idea. It really does make sense to not over-stuff the Nexus with EVERYTHING like slaves, drones, classes, et cetra, and I think places like Arctia and Vulcan really could use fleshed out a bit. Yes, they’re both excellent custom dungeon zones to help acclimate the player to the kill minion -> kill boss -> scoop loot -> repeat flow a lot of content in the game has, but I felt they could do a bit more depth and character.

So, I came hit upon the idea of doing a small expansion to Arctia focused on bringing a few tutorial elements into play to not only further establish the lore and character of the zone, but to help explain one of the most interesting and exciting features of Star Sonata; ship capture.

We have a bit of a ship capture tutorial already in place in the Blue Empire of the Prism Color Empires zone, but I really thought we could use a more involved tutorial utilizing all the new features we added for Nexus 3.0. However, even with the bounty of new mission options, I was still missing a few to make this tutorial really work. There were a few missing things.

arctia_boreal_cliffs

Firstly, I wanted to make sure the ship the player captures for the tutorial was easy to capture. I wanted it to be a derelict that couldn’t move, couldn’t fight back. It would just sit there and let the player capture it. Currently, players are unable to capture an AI without an engine, and if they could, it would be stuck, dead in space. So to remedy this, I’ve added a new spawner option called “Spawn Derelict”. When this flag is turned on it will mark the ship as a ‘derelict’. When it’s time for capture, any ship flagged as a derelict will override the controlbots engine check and if the capture is successful, it will add a Coalfurnance engine to the captured ship. That solved the first problem I had.

The second problem was with how I would actually have a tutorial mission verify the capture. Currently, missions like the Merchant Trader Goods or the ones in the Blue Empire have the player return an item that can only be obtained via capturing a ship. This is an obvious work around for the fact that we didn’t have an actual mission goal to capture a ship. So, I’ve added one. It works almost identically to the Kill mission goal currently in game, with the exception that it tracks when you successfully capture a ship with a conversion device.

Finally, in order to make the tutorial missions as straightforward as possible, I knew I needed one additional feature. I’ve expanded the Kill mission goal so it now includes an option to specify the damage type of the kill. Obviously, in the context I am initially using it, I am instructing the player to kill the ship they are to capture with Radiation damage. However, going forward I can see many different uses for this!

With all of these new mission features in play, I’ve been able to create a brief, but very involved tutorial mission chain to Arctia that supplies the player with a Prismatic Conversion and instructs them on how to properly use it. At the latest, you should see it implemented with the next universe reset, but I’ll see about getting it in sooner!

That’s it for this update, feel free to post feedback to the forums! I’ll be back again when I have something else new and exciting to share! Until then!

Star Sonata Wiki Updates.

Recently I created a program that allows rapid editing of ship statistics on the Star Sonata Wiki. This works by copying the content of a wiki page, searching for ship names, and then outputting various information about the ships into a table based on the information contained in the xml files that can be used for a local Star Sonata server (it does not update the images of the ships however).

I recently used this is update this page http://wiki2.starsonata.com/index.php/Ships, and to add the statistics of various fighters, at http://wiki2.starsonata.com/index.php/Fighters. Most of the ships in the main Ships page have been updated, but a few have not (many of the freighters in particular, due to the xml file that they are in having slightly different formatting to the xml file where I got the main ship statistics from).

If there are any ships or fighters that you want me to update with this tool, add a new row in either the Ships or Fighters page by adding this to one of the previous rows:

|-
| align=”center” | [[File:Coming soon.png|128px|Coming soon.png]]
| align=”center” | [[shipname]]
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |
| align=”center” |

with shipname being replaced with the name of the ship, or fighter. If you want you can replace the Coming soon.png image with an image of the ship or fighter. None of the other columns need to be filled out (my tool will do that automatically), but It wont do any harm if they are. Some ships, such as AI only ships and developer/admin-only ships I won’t be able to do unless I get permission to do so, but most ships that are flown by players are alright to add in for me to update.

Eventually I plan do a similar thing to other lists in the wiki, such as energy, shield and engines, by modifying the tool I already have to update the statistics of them from other xml files that are used in a local Star Sonata server, and I will make another blog post when I do this.

This Is Halloween!

Halloween is here!

The festivities started last night, with all the usual tricks and treats we have.

Unfortunately I have to apologize for the lack of daily missions; recent events have proved difficult in getting time to do them.
However, don’t forget about our competition, with only four days left! Now is the perfect time to buy your pumpkin for the pumpking carving competition!

Due to the rollback on Tuesday; this years halloween event will be extended by a day. The end date is Tuesday 11th November, 17:00 server time.

Enjoy!

Recent patch and bases

Hey guys! :) We’re aware that the recent patch broke bases, and we’re working to get an administrator to resolve the issue as soon as possible. We’re going to prevent losses at best we can, but the final decision to what is being done, will be taken by an administrator :) Most likely it will be a server shutdown followed by a rollback to prevent losses. Further updates will either follow in the chats or on the forum, or through other announcements :)

UPDATE:
Jey has brought the server down and rolled the save back to 02:00AM (server time, 6:00 UK (UK clocks changed, US is next week)).
The extra time in the rollback is due to the TSL; the save got corrupted and we decided to rollback further to avoid item duplication/deletion issues.

The part of the patch which was causing the problem has been removed, so all should be good now.

We’re sorry for the inconvenience. Halloween will be extended by a day to make up for lost time.

Suit… Revealed!

So guys, here it is! You’ve asked me all kinds of questions. I loved writing this for you, and I hope you’ll enjoy it! I’ve split it up into 4 categories; Game-related, myself and Star Sonata, Suit-related and other stuff.

 

Game-related

What is being done to update the wiki?

We’ve been thinking about connecting the wiki to the game data. The only issue is, certain things shouldn’t be on there (Like stuff which isn’t released yet, or stuff nobody has yet). We need to figure that out, and once we know that, we’re able to keep it 100% updated.

 

Any plans for new advertising campaigns before the Steam release?

Not specifically, as far as I know.

 

Any ETA on the Steam release?

It should be somewhere in this universe. We hoped for the first few weeks, but the crashes have put a slight delay on the release.

 

What is the next huge surprise in store for us Sonatians?

…Who knows? :-)

 

What’s  the name of your position? Are you QA or like lead QA or what?

The official position is just QA. However, I do more than just that. I also do some contact with you guys, I do some texturing and general ideas.

 

Not really specifically related to you, but why has there been no curation in the Suggestions system? Also, what is being done about the “accepted” but not implemented Suggestions?

We are doing our best to try and get them all in. But we’re just a small team, and you guys have so many good ideas that it’s pretty hard to get them all in that fast. We do get them in, but in relation to the amount of good suggestions you guys are giving, it’s barely noticeable.

 

Why do things like   the base log revamp seem to start but never finish (or do they even start)?

They start, but we get swamped with all kinds of things. Just like the suggestions, but more about that later.

 

Why has there been no more discussion about the list from the Dev side of things on the steam release?

We’re discussing it ourselves. Things like achievements (Whoop whoop, 15000 rat kills anyone?) are something we’d like to have as well. So basically, we have our own list of things to do! Of course we’re using your feedback.

 

Can you explain why the suggestions on the voting page have been sitting there for several months now?

As said before, it’s a huge list and we’re a small team. We’re doing our best, but for every 3 things we implement there are 10 new suggestions.

 

Are there any technical / server issues prohibiting the return of the base slots which were taken from our accounts a few years ago?

No, it’s just a code thing. It’s on our to do list. But, as you know by now, it’s a pretty big list.

 

Personal life and Star Sonata

How long have you been a dev now?

I’ve been a dev since December 2012, so almost 2 years!

 

How much time do you spend working for/volunteering for SS?

First off, I volunteer for SS. I am doing this to help out the game because I just love it. About the time; it depends. When I did a lot of the support tickets I’d put in 1-2 hour a day, but nowadays it’s a tad less. I’m always prepared to help out the other devs, though. Whenever there’s the need for a new texture, I’m always glad to help out.

 

How long were you a player before then, if you played?

For about 7-8 years (Client 1 yay! But no seriously. C2 is better). So yes, I’ve played it before I joined the dev team.

 

Do you think the dev team would be more organised if they all worked in a SS(tm) office and you could poke them with sticks?

We’d probably get drunk all day and poke each other with sticks anyway, regardless of doing work. Actually… That would be more productive than now. At least we’ll be with everybody.

 

How much of the stuff you do *here* do you find enjoyable? Are there any sekret reasons for what you do?

There’s not much I don’t like. There are some harder parts (like reproducing bugs people have sent in which turn out to not exist, after spending 3 hours of testing on it). There’s no secret reasons. I want to help out our community, I want to gain experience and expand my resume. But mostly I do it because I love helping out and seeing the progress of the game.

 

What is your favorite content (zone or mission chain ish) in SS?

I liked the mission chain to the Enforcer and Constable. It’s an amazing chain to learn everything and gain some great stuff in the process.

 

What’s your favorite team, and why is it Traders?

To be honest, my favourite team in the history of Star Sonata is E.P.I.C.

 

Not really a question about you, but does the dev team have a centralised google doc/calendar/to do list?

It doesn’t matter that it’s not specifically about me, I’m glad to answer. Yes, we have a centralised system. We use Dropbox, Google Drive, Calendar, etc. Our communication is through Google Hangouts for scrums and IRC for main communication.

 

Who was/is your char?

Diabolus. Didn’t expect that, did you?

 

Suit-related

3 Piece or 2 Piece? Pin striped or solid?

3 piece, solid. It’s not that I don’t like pin striped, I just prefer solid. Yes, this is me! In Star Sonata colours, of course.

Suit

 

 

Why not tuxedos?

Tuxedoes are an option. However, they’re not for everyday use. A suit can be worn every day.

 

Are you frustrated by “Why/what suit?” questions, and if so why not Hawaiian shirts?

I’m not frustrated by it. I’m just surprised nobody’s asked me for the origin of the name. I don’t do Hawaiian shirts, mostly because my country’s just not suited for it. Which is another thing I was surprised about that I didn’t get as a question, where I’m from!

 

Other stuff

Do you love me?

Of course. In a strictly platonic way. I’m not ready for commitment yet.

 

What is the circumference of a moose?

About the size of your mom.

Suit ohno

 

 

And why wont bananas grow on apple tree’s?

Because apples already grow on there. Else they’d be called differently. Appnana? Banapple?

Have you ever gone so far as to do want look more like?

Suit yes

 

 

 

Alright guys, that’s my Q&A! If you have any more questions, feel free to comment on this thread. I’ll try to reply to them whenever I can.

With love (specifically to heylo),

Suit

This past week….

As I’m sure everyone noticed, we have had a lot of problems this reset. Some of it because we weren’t ready on time, other due to the unavoidable need to track and fix year+ old corruptions that happened to cause problems in the uni reset patch. We worked intensively during the week to bring everything back to a normal state as quickly as possible and I can now say somewhat safely that the server is at a pretty good performance level (it is actually running faster than it was last uni now and should be more reliable thanks to the new memory validation).

A beta client is now available that contain fixes for most of the dumps that were sent (2 of which appeared broken / corrupted and as such i couldn’t see the problem, but it might be the same as other dumps). You can download the beta client from http://www.starsonata.com/dl/StarSonata_2_beta.exe. If you crash on the beta client, please be sure to send in your starsonata.dmp alongside a short description of what you were doing to dmpfile (at) starsonata.com

The visibility issue will probably only be fixed on Sunday, but at least from the quick checking I done on it, it appear to only be client side. AI etc should see you at your normal visibility, but your client sees everything as ultra high visibility.

The catching up event will begin now, from Saturday 1h30am to Wednesday 1h30am, experience gained, team experience gained, workhours and colony years will all be 3 times faster than normal

For those interested in the server fixing process, keep reading…

The major issues encountered were from code written years ago, a specific one could be traced to 8 years ago. Those were the kind of problem that caused crash that were extremely hard to track and properly fix. I spent months working and fixing those slowly but the harder ones kept escaping my grasp. I knew they were there since their signature was still in the crash that happened every few days / weeks depending on luck, but i could never pinpoint exactly where it came from. There were in total 5 such corruption source, 4 of which were only possible in a multiprocessor (as in multiple physical processor, not multiple core on a single processor) configuration.

After upgrading our memory fence from an old x86 asm call to an sse2 approach and modifying our map and set containers to use our own mutexed implementation instead of using directly the stl. Many of the real problems started surfacing (mostly hitting some memory redzone i added to our containers since i knew the corruption was container related). Fixing those took way more time that i could ever have expected, but this is now mostly behind us.

The first version I wrote was built in a way that it required no code change for all the thousands of variables using those container to actually use our new threadsafe version, but this implied keeping the original interface which is very poor when it come to acquiring / releasing locks (it had to be done in every calls, and iterator acted as a stack lock object so that once you requested an iterator on such container, only the thread owning the iterator could work with it until you were done with the iterator etc).

With that, most of those crashes went away and were replaced by a somewhat large lag (this happened about 30 hours ago, at which point server became a lot more stable, but also about 15 times slower). This called for a faster alternative for some of our most accessed containers (like for instance, the list of all souls in the universe or the list of items in a ship), for that i used a singlelockcontainer object approach. The difference with this compared to the previous one, is that it is not a “plug and play” replacement for the map or set (or any object in its case), it require actual code change to every location accessing the object in question, but at least enforce it. Without cheating the system knowingly (calling a reference and copying the pointer or similar “hacks”) it is impossible for a piece of code to access its content without first requesting a lock. Once the lock is granted the object can be read and written to by the thread which locked it. This is an order of magnitude faster than the “plug and play” approach, but is generally not worth using for small containers or containers only used for direct access etc.

I slowly replaced the slow parts with the new faster singlelockcontainer until the performance were at a point where the overhead from validating and enforcing memory access to all those containers did not actually affect performance, which is about where we are now.

Next step is to fix all the client issues and a few remaining server bugs, but very soon we should be back to weeks+ uptime on the server without crashes.

Server Status/Base hull

** UPDATE 16.10.2014 **
Server is currently having some problem with the fixes (the fixe is actually revealing tons of other problems, proving to be very annoying to fix, but unfortunatly most of those problems depend on live architecture and cannot be reproduced on our test server…. Once all those issues are fixed, the server will undergo a catching up bonus period, during which you will gain 3times the normal xp, 3x team xp, workers will be 3x as fast and colony will grow/tick 3x as fast. The bonus will last for 48hours, this could be extended if the server keep on having problems.
– The bases will receive a static + 1bil hull in a way that we can turn it off live without server restart. This way, we can schedule the base “fix” once everything is working, since i know with all those downtime / crash most people wont be here as the server come back up. The bonus will be exactly 1bil hull (unless it would bring you above the 2bil limit), so you can easily see how much hull your base will have after its removed by doing -1b)

So as many noticed, this reset came with some pretty annoying server unstability And client unstability. We have been working pretty hard to rectify the issues but well, some of them (namely the server crash) are by no means simple to fixes. I personally been working essentially all day and night since reset on those and can finally say that its close to being resolved.

Now as for the real reason of this post, along the many bugs that came with the reset. One in particular is bound to have some large effect once fixed. Stm base hull bonus, they currently receive 55% hull bonus per level instead of 5.5% per level. This will be fixed in a patch alongside the server crashes.

Once a specific eta is available, server shutdown timer will be set (and reset on crash), in the meanwhile make sure your stations have enough extensions to not overhaul after the fix and keep a large enough reserve of fuel / rations to ensure your base can last even if it get overhulled by the patch.

Calypso Update 10.13.14

This week’s update is going to be the last weekly update I do — as I shift my role within Star Sonata a bit. I’ll still be making updates but they’re not going to be scheduled as they are now, instead they’re going to happen less frequently, mainly when I have something exciting or interesting to announce.

adumites

For those of you wondering, this is a result of me moving from my position as a full-time developer to a part time role as I pursue other career goals. I’ve really had a blast working full-time the last few years with Jeff, Jey, Blue Dwarf and the other developers so I’m definitely sticking around. I’m still going to be working on exciting new content, bug fixes, etc, I’m just reducing my involvement (much like I did when I first left for university all those years ago, for those of you who might remember Star Sonata 6-7 years ago). I’ve been a part of the game’s community, and the game’s development, for over 10 years at this point and I’ve loved every moment of it. I’m definitely never leaving!

Now, onto the actual update portion of this post.

This past week was mainly about making some last minute changes and additions before we start the new universe. Chief among these included finishing the loot tables for the Jungle. There are a lot of items to be obtained there, as well as quite a few blueprints to build those items, so that equals out to a quite a bit of content work. I’ve also added a new blueprint feature — allowing blueprints the option of taking equipped items. This is something they currently can’t do and will no doubt be useful in upgrading equipped items, like base lasers or dampeners, automatically. I also spent a fair amount of time working with The Vert on something I’m very excited about, Junkyard project.

Junkyard

Normally, I ask The Vert to QA content I’ve worked on (like Arctia or the Jungle) so it was a fun reversal to QA something he’s worked on. In addition to testing, I also helped him rework the Junkyard’s introductory mission structure a bit so it’s more dynamic; no more of that pesky docking between missions! Finally, I worked on enabling the easter egg mission mechanic on all the item classes that he needed so we could turn your dusty DG loot into shiny new Scrapnotes!

That’s it for this week’s update. I’ll be back again with another update when I have something new and exciting to report! Until then, feel free to post questions, comments or suggestions in the forums!

Server/client Patch 10.11.2014

* Base rebalance summary
** Most base gear stats were rebalanced to increase their overall power and reduce the impact of stm (stm are still important, but non stm bases won’t be as defenseless).
** Class skill no longer affect bases, but new base only superitem were added allowing for bonus to be applied on bases strategically. They can be found in Lagrange, Lyceum and Vervaardiger.
** X/Y/Z versions of base gear is no longer transferable between bases and ships, instead they’re built directly on the station as a set using mostly time and common resources. All kits come with the 3 blueprint preinstalled to upgrade them.
** Andaman Laser Z and Achilles Laser Z will be automatically replaced from your inventory by Vervaardiger ‘Berhinger IV’ EX-Z and Vervaardiger Station Lance SG-Z respectively. Those are part of a new line of “permanent” end game base lasers to go with superlasers, cannons etc.
** Non-base weapons can no longer be equipped to user bases.
** PvP invincibility aura is removed (the ability to tow your ship from stasis made it unnecessary).
** Added Outpost Drones. These 36 hour duration temp drones can be used with a user base to own territory not connected to a Team HQ. Outpost drones don’t get any class skill or trade skill bonuses.
** The 10 bases per user limit per galaxy has been removed.
** No longer any limit to the amount of attacking kits that can be deployed (so long as you can deploy one kit in enemy territory, you can deploy up to the galaxy limit!)
** Galaxy limit on bases is now on a per team basis. Even if you have 50 bases in a galaxy, the enemies can also deploy 50.
** Attacking team can now take over abandoned destroyed stations in enemy territory (radiation also destroy the base now).
** BvB kits will expire 12 hours after deployment if the galaxy is still owned by another team (there is a team reminder about it).
** If the ownership connection is broken (the galaxy used to BvB from dies/unown) the bvb kits will become abandoned and free for the defender to capture.
** You must own the galaxy next to your target for at least 24 hours before being able to bvb from it.
** Userbase have 1 superitem slot.

* There is now a check to keep players from accidentally selling their last ship in a base.
* Roaming range fixes on spawners
* Fixed some heph weapon blueprints with incorrect ingredients
* Fixed a bug with loading wild AI causing no spawners to be created under certain circumstances
* Increased firing vis default for missiles from 100 to 500
* Gave MIRVs extra firing vis
* Fixed squads not getting new leaders appointed when required
* Extended the PvP warp timer to docking in AI stations.
* Reduced the number of missiles the Inequalization superitem launches (because we have salvos now).
* Changed the mission goal of ‘Combined Augmenters’ (AT3 mission) to complete the Minor Defensive Augmenter mission rather than return the augmenter.
* Changed the wormhole in Crater Highland to unlock when Corrupted Guardian dies
* Added skins Bloodied Vaco and Zeus’s Antu.
* Fixed a bug where Rewired ET bonus was calculated wrongly.
* Fixed the Olympus Drone Master Augmenters requiring Drone Master 21, by lowering it to 20.
* Added a checkbox to the Ship Statistic Window to toggle showing crit effect affected stats.
* Fixed Strontium Overloader mission.
* Removed all auras from the planets and moons in Tartarus.
* You can now tow your deep stasis ship by hitting R to dock and selecting to tow.
* Added message to tow confirmation dialogs stating that’d damage your ships equipment.
* Removed Xeno Torpedo and Super Molten Copper drops (wild AI new uni).
* Fixed missing texture for Alien Egg Ships.
* Added new line to the construction dialog GUI to denote construction speed bonuses.
* Neurobound debris now has an additional visual effect to better show that it’s neurobound.
* Fixed a typo in “Into the Rabbit Hole” subspace mission.
* Fleet Commander Transwarp Devices will no longer teleport offline players.
* Berserker class skill bonuses now properly multiplies with other bonuses.
* Added new Projectile Speed, Transference Power and Transference Efficiency aura mods.
* Shipbound items can no longer be sold from userbases.
* Fixed Exchange of Knowledge mission.
* Reworked the Tartarus spawners so you’ll always get 9 Shard Dust from AI and 1 from the mission, totalling 10.
* Fixed a bug where team skills wouldn’t let you train to the correct max level.
* Skin content holoprojector prize. Will be handed out after the patch (possibly few hours if early BST) to one character of each winner.
* Visages attached particles emissions now properly fade out when the object they are attached is removed.
* Changed the shield bar color to a green tint when friendly, blue when neutral, and yellow-orange when enemy.
* Fixed an issue with frameskip being applied even if logicfps is async from the gamefps (detachrendering).
* Fixed a client side thing that caused drones to be considered neutral and not friend with you (used for target ring color along other thing).
* Fixed a bug with the paxian t22 dailies (Paxian Dispatch Orders sometimes gave no item).
* Fixed the bug where you had to warp twice into an instance if you didn’t have a squad.
* Added new item type called Thruster, and gave some to the Target Dummies in Nexus to make them more exciting.
* Ship can no longer be item formed if they have any removable items inside them. This should prevent most cases where the wrong ship was item formed.
* Fix for dampening stat color in ship stat window.
* Skill point debt or skill points credit status on avatar tab.
* Removed Augmenter Stats from the Drone stat string
* Added Transference Efficiency and Power Auramods.
* Warp Gremlins and Warp Interdiction fields now prevent Transwarp.
* Shipbound items can no longer be sold from user bases.
* Removed tweaks and credit drops from Undead Jey’s guards, moved to Undead Jey
+ New Alien World Boss, Gurujana Ekam
+ Added Alien Miniboss spawners to Pajca and Sas arms of Subspace.
+ New Alien Invasions in Peri Space that activate based on ownership of Subspace.
* Aliens will now prefer to invade galaxies near already alien occupied territory if such territory exists.
* Alien garrisons now scale based on their proximity to other alien owned galaxies.
* Increased the number of aliens spawned for invasions.
* Boss AI now have the ability to give players missions.
* Added Strontium 90 missions for Subspace Aliens.
* Fixed issues causing multiple subspace outposts to spawn.
* Fixed Flaming Lantern missiles.
* Roaming Olympus AI (Ares Warriors, Baby Cyclops, etc) now properly have teams.
* Added a Roaming Stingray Spawner
* Roaming Cronos, Roaming Hermes and Roaming Stingray now properly have teams.
* Monochrome AI will now drop items from loot tables properly.
* Roaming Cadets will now use the proper names list.
* Added the galaxy name to the mission completion message.
* “Special” galaxies will always be visible on the starting map.
* Gave Agamemnon Fighters Self Destructors.
* Added support for stations to vend items only if you’ve completed a specific mission.
* Made it so Pretender Hermes won’t fill the galaxy with drones.
* Fixed the Red Photon Research Entry Way laser sun.
* Fixed a typo in the player progression missions.
* Made the player progression missions autocomplete and start.
* Fixed Arctia base visage.
* Trade slaves in Wild Space now fall under PvB protection rules.
+ Added Junkyard and content related to Junkyard.
+ Added the Jungle, a custom dungeon.
+ Added Jungle Blueprints and items.
* Added soaks (and bleeds for negative soak) to diffuser stat string.
* New Jungle-themed skins.
+ Added Aluminum Sheet Smelting Schema to Ring.
* Updated /age to display the time better.
* Improved /debug net to also display a rundown of upload bandwidth usage for the last minute.
* Some improvement to the orthographic camera when rendering objects that are far on the z (those need perspective or they dont look like background objects. This doesn’t cover every type of background objects yet and theres still an issue with culling background objects).
* Improved the map download so that it doesn’t affect weak connection as much but download faster if the connection allows it.
* Fixed an issue causing tractor to not display for people who were not in the galaxy when the tractor was started (or if you reconnect while a tractor is active).
* Performance improvement in the shader rendering.
* Bandwidth reduction on spaceobject, laser, effect and explosion data.
* New stats for Zarkara Sattva.
* New stats for Amplificative Oscillation Ion Emitter.

Universe reset will happen today 1pm EDT (1pm server time)