Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Release Notes
#1
Smile 
*******************V0.9.9.1**********************

- The jump range is set back to 1 by default, all players that are in a sector not allowed to them will get teleported to Gen Irium when the server resets.
- Fixed: In the leaderboard, the scroll menu wouldn't scroll far enough in order to see the last player.
- Fixed: With a little bit of latency, trying to land on a planet just before getting killed would fuck up the main menu after respawning.
- Hangar repair all bar, is now set to max by default
- Fixed: Zephyr Attacker was named Nisus Attacker
- Fixed: The server won't open kickstarter for every single player connected when closed anymore
- Fixed: Entering the hangar could make you loose current ship trade items, or duplicate them.
- SignUp successful message updated in order to let the player know about the confirmation email.
- Fixed: After disconnecting, you would have a "User already online" error when you attempt to reconnect within the next 60 seconds.
- Fixed: User status would sometime get stuck on online on the API when they get ejected or disconnected from the server within 1 second of connecting to it.
-Initial connection Timeout time set to 15sec instead of 60sec.
-All goods gets deleted when unequipping a ship (This feature is provisional, in order to prevent players from teleporting goods)
-Place company logos differently on the login screen.

*******************V0.9.9**********************

-The game does not send datas to Epic Game when running anymore.
-Removed truesky plugin remenents from the code.
-Fixed : Client can buy ships and items without having the required rank which desyncronise him from the server.
-Fixed : The hangar would display a nisus fighter on deck 0 no matter what ship is supposed to be there while the camera is doing it's first travel.
-Zephyr model imported and set up.
-Talos model imported and set up.
-GenIrium, LM and RenosBrin 3d model material updated.
-Ship stats updated.
-Starting PDC set to 0.
-Only the 3 available ship types now appear in the hangar.
-Updated Gen Grayl landed background.
-Added Jen Cando, VelicGate GenGate landed backgrounds.
-Reduced by half the cooked size that all the landed background takes on the harddrive.
-Updated Death Screen UI
-Changed LM name to Lauis Matis
-Trade prices updated for all planets
-Inside the hangar, the equip/unequip/sell panel does not receive hit test anymore during item switching animations.
-Fixed : When equipping new weapon above the gun slot limit, the UI would appear to mount them correctly on the ship.
-Fixed : Animation bug on the equip/unequip/sell panel when switching from the market tab to the inventory tab while an item is selected an the deck has no chassis
-Set guild member slot price to 50 000.
-Fixed : When not having enough money to start a guild, you would still be able to create one client-side.
-Upgrade prices and timers updated
-Satellite now has 100k health
-Satellite upgrade time set to 20hours, cost set to 500k
-Buy Planet cost is no longer hard written into code. Set to 500k
-Lighting has been built in the Hangar.
-All AI now holds as many k14s guns as they can.
-All AI stats updated.
-All factions added.
-AI respawn time set to 30min for every AI
-Upgrades now shows time in hours instead of seconds.
-Repair bar in hangar now displays correct textures


*******************V0.9.8**********************

-User unique device ID is now sent at login in addition to Sign up.
-AI and asteroid now always correctly respawn.
-Fixed Velic gate materials.
-The right part of the chat text wont get cut anymore.
-Player search works again.
-The player search "Find" button does not turn white when hovered or pressed anymore.
-Fixed: Player's personal upgrade would double their speed every-time a player disconnect and reconnects in case the upgrade is boosted.
-Fixed: When a player disconnect with personal upgrades in process, the upgrades that haven't had time to finish while the player was disconnected were reverting back to the timer they had when the player disconnected.
-Fixed: Recently expired loans could appear with wrong values client-side.
-Fixed: When a competition would end in between a guild disband and a garbage collection, the reward would still be sent to the players
-Players can now send money to their guild bank through a slider in the Guild creation menu.
-Satellite Repair cost will now go up depending on the satellite level.
-Satellite auto repair ticks will no longer be replicated over the network if no repair was needed.
-Added Pixel mouse detection to the engine, any button can now be set to only react to the mouse depending on their actual visible shape, instead of interacting based on a rectangle approximation of the image. Allowing for precise mouse recognition on weird shaped UI elements.
-Lerp out on the UI menu now has a separate speed setting than leap in to allow better transitions adjustments.


-The server can now be closed and re-opened as well as be updated and still retain it's persistent world. All infos are contained within Saved>GameData.
-When the server is open, if a folder ServerState exists within the GameData folder, the persistent world is brought back, and perform all actions that should have been performed while the server was offline.
-The GameData folder can only be safely backed up when it both contains a UserDatas and a ServerState folder at the moment.

-Added New Hangar system
-The maximum number of deck a player can own is now limited to 6 dec.
-Removed the need to enter maximum characteristics manually into the code in order for the charac bar in the hangar to fill correctly.
-Added part slots number to the characteristics panel of a ship
-Added possibility to control the amount of repair when using repair All.

todo :






*******************V0.9.7**********************

-When a target that you are not engaging, but that you are selecting exit the sector, the cockpit central menu will no longer keep displaying the target infos on the central menu.
-Ship Selection will no longer be unavailable when in full screen mode, or after killing an asteroid.

-Remove player direct faction reputation from AI targeting algorithm.
-Remove attacking asteroids from AI Targeting algorithm.

-Setup selection to be based on box instead of the mesh polygon when in space.

-Fixed material import : opacity channel to the Stargate Warp Energy material and material domain in order for the blue energy field to appear ingame.
-Fixed mesh import : Material index 1 missing reference, resized it to 0.3.
-Added script to find the center of the Stargate and move it accordingly in order to make up for it's wrong origin.
-Both the Velic and Gen gates now uses the Stargate mesh.
-Planet material override now allow for multiple material slots.
-Added a red warp material for Stargate mesh of the Velic gate.

-Guilds now starts without any money.

-Power/Shield lever works again.
-Fixed : The circular shield gauge on the cockpit was empty after a launch in orbit or a warp, until the player modifies the power/shield lever.



-Renamed Satellite "Defense Satellite" instead of "MySatellite"
-The satellite level is now replicated to all client, and not only members from the guild owning the satellite.
-The graphics for the satellite have been added.
-The graphics for the satellite change depending on the satellite upgrade level.
-Removed warning about reaching invalid index when selecting an upgrade that have reached max level in the uprade panels
-Fixed : When a player jumped to another sector while being focused by a satellite, the satellite would keep attacking him and dealing him damage.
-Fixed : You would never see the satellite attack targets that the satellite was already attacking when you joined the server. Even if they engaged the satellite again after you joined the sector.
-The upper left spot will now always be reserved for the satellite, who's location won't be randomized anymore.


-Number of ship per sector upgraded from 40 to 60.


-Added the new UI designs and logos for the login page.
-When signing up, basic info validity verification are made in order to avoid useless call to the API.
-Removed useless fields from the sign up menu.
-When signing up successful, the UI switch back to the login page automatically, filling the fields with the newly created account and displaying a success message.
-Security when connecting and registering to the unreal server after login has been drastically increased by using a token provided by the API.
-Server now makes sure that /api/logoff gets called when a player disconnects.
-Signup now register the Unique Device ID into the MAC Address field.
-An error message will now be displayed when the client cannot connect to the API during login or signup
-Users will be prevented from signing in when someone is already using the account, instead of connecting to the unreal server, then getting kicked out.


-When loading the "Misc" save for a user on the server, the server won't send a useless call to the client anymore in case no data was found.

Bounties :

-The bounty widget now has a list of all players to search from.
-Added cross button to clear the Player search field.
-When modifying the amount of bounty to place on a player through the small extension on the bounty bar, the ADD button enabled state will be modified as you type, so that you can click it directly, removing the need to press enter or double clicking.
-The extension on the bounty bar will now have working animation both when closing and opening, even when re-clicking the button mid-animation.
-Extension bar animation made twice faster.
-Removed bug preventing from closing the extension bar, or leaving the extension bar opened when extending another bar.
-Bounties references are now also saved inside the "Misc" Userdata save and loaded in a variable tied to a player in order to avoid some iterating.
-Bounties are now consumed when the target gets killed by a player, the money is correctly sent and the bounty bar is correctly removed from the UI.
-When a new bounty is added through the ADD button in the bottom right of the UI, or whenever the name of the player in the search bar is valid, and the said player has a bounty on his head, the list will scroll the corresponding bounty bar into view and open it's extension.


Rewards :

-The reward menu is now available to any member who does not have clearance, and allow them to review the reward historic. In case a competition has been scheduled, players without clearance will also be able to review all the current competition informations.
-The UI now modifies it's layout depending on if no competition is scheduled, if a competition is upcoming, or if a competition is on-going.
-The number of winning place that are rewarded is no longered fixed to 4, and can be selected from 1 to 10.
-2nd place can no longer have a greater reward than 1st place, and so on...
-When creating a competition, added total prize text to the upper left of the UI.
-Competition duration can now be set more accurately, by the minute instead of by the day.
-Competition maximum duration increased from 7days to 30days. Minimum duration set to 10minutes.
-Competition Start date can now be set more accurately, by the minute instead of by the day.
-Competition start date can now be set to any date instead of being clamped to a maximum of one week later.
-Competition can now be canceled. Competition can only be canceled before it starts, while it is still pending.
-Competition now accurately keeps track of every member score.
-Added Scoreboard in the on-going competition layout UI.
-Competition now correctly sends money to players.
-Competition Historic is now functioning correctly.
-Competition Historic now displays the amount of rewards given for a competition and has a drop down menu with players specific rewards for that competition instead of directly displaying rewards for individual players.
-Guild now gets full refund of all reward tiers that haven't' been claimed.
-Players with equal score at the end of a competition do not share their corresponding tier reward anymore, which could in some case make player with less tiers get more money. In case of equality, the first person to have reached that score is now rewarded, while the other players gets relegated to following tier rewards. No matter what, each tier will be given to a single player a not be shared.
-Players needs a score of at least 1 or more in order to appear on the scoreboard list and be eligible for rewards.
-When disbanding a guild, the game will now cancel the competition if it's pending, in order to use the collected rewards to repay potential debt when needed.


-When any slider in the game change its range, its previous value will now be kept if possible, or otherwise clamped, making it much easier to use sliders which range are tied with the money owned by a guild for example, that were constantly changing their value due to the amount of money in the guild wallet changing.
-Added possibility to set the text justification to Left/Center/Right on single line user-editable texts in the engine.
-Numerical User-Editable Texts can now prevent the user from entering too many useless 0 at the left of the text.

-Fixed: When complete information about all existing guild is fetched by the client as when entering in the diplomacy and guild list menu, a bug prevented the RAM from cleaning out those information client-side in case the client exited the menu within a few seconds of opening it.

-If a player receives money while offline, the potential debts and taxes will now directly siphone the money from the gain and redirect it, instead of only being redirected at the player's next connection.

-Removed a bug where player's money would desyncronised and be wrong on the client's side, when a player or guild gains currency while having non-expired loans to repay.

-Fixed: The game would double the loss of money due to automatic debt repayment for players.

-Fixed: Bug where short timers would not fire their delegate client-side in case of very unstable ping.
with Respect PatoBravo
Reply
#2
- Time and Date replaced by XP and Rank on the Cockpit Dashboard.

- When inside the jump map menu, the mouse will no longer click the cockpit and space objects through the jump map.

- Maximum funds allocation for guild loans has been modified from 10 000 to 100 millions.

- Fixed: Jump time would still desyncronise in between client and server.

- Removed forgotten handle from AI and Asteroid which prevents small accumulation of Ram usage over time.

- Fixed : Whisper read Whipser in the chat.

- Fixed : In the chat, when switching from whisper to other channels using the drop down menu, the message box does not keep adding /whisper to previous /whisper anymore.

- Affiliation score added to Pilot summary.

- Server now correctly copies saves into the backfolder automatically.

- Added All missing UI Sounds.

- Added module system.

- Modified equation translating from jump speeds to jump times. (The new curve gives times of 90sec for 1 speed, 45sec for 10speed, 20sec for 20speed, 10sec for 30 speed, 7.5sec for 100 speed, etc...)

- Asteroid numbers drastically decreased in most of the neutral galaxy.
Asteroid Health augmented from 300-500 to 300-700.
Asteroid will no longer drop 0 loot in some instances.
Asteroid loot augmented to 150-300 units.
Asteroid now spawn in the Gen and Velic zone.
Asteroid belt added in between Crontas, Tyros and Hy Syng. Within the Asteroid belt, there will a way higher number of asteroids than elsewhere.
Asteroid respawn time set to 5 mins instead of 30 seconds.

- A bugged version of the chat will no longer appear while the game is connecting to the server.

- Players now get 70% of the sell price of their ship, guns and modules refunded when dying.

- Canceling an upgrade now refunds 100% of the price instead of 75%.

- Fixed: Animation launching two times in the upper left corner of the hangar when opening it.

- The find button in the jump map now displays "Out Of Range", "Not Found", and "Out of Galaxy" when the search is inconclusive.

- Added Health percent text to the target panel

- Name Search list no longer dissapear when clicking on the scroll bar.

- Added the possibility for Name Search lists to open towards the top.

- Added name search list for bots and players to Jump map Find text box.

- Added available icons to chassis, guns and modules.

- In the chat, using the shortcut to go back to the "General" channel will now correctly upload the selection of the small dropdown list.

- Fixed: Home planet timer will now correctly keep running while a player is disconnected or when the server is offline.

- Modules Mesh imported and Integrated.
Reply
#3
-Militia do not attack players with contradicting affiliation on sight.

-Quest will now always fill again after completing them, without the need to disconnect
-Completed quest will now correctly be added to the historic, and players won't receive them again.
-Players will now receive quests of higher expertise level after the Tutorial quests are done.
-In the cockpit central menu, scroll can now be done using the mouse wheel.
-Loots now correctly display on the right panel in the cockpit, without any overlap.
-Added backgrounds to jump map.
-Reduced Aliasing on the blue path in the jump map.
-Repair price set to 10% of the item buy price.
-When taking damage, the modules will now randomly spread the damage between them, instead of all taking the full amount.

-Added health bar above ships currently engaged, the health bar turns from green to red as it depletes.
-Added Name box when hovering on a ship.
-Added Achievement screen.
--Added guild revenue when owning a planet.
--Added Notification screen (The only notification so far is when receiving money from another player)
-Added trade in between players.
-Added XP reward when killing asteroids.
-Updated Pilot Summary menu.
-Added action pop up when right clicking on a ship.
-The non-homeplanet hangar is now enclosed.
-By default the game is now fullscreen.
-Added trade all button in the market UI.
-Hit box do not rotate with the ship rotation anymore.
-Fixed mining mission not tracking objectives.
-Imported and added Endy ships.
-Players can no longer engage ships within their party.
-After equally dividing rewards between the member of a party, the remainder of the division is now given to the killer instead of being lost.
-Added icons to quests and achievements
-Create, import and setup planet icons
-Satellites now only attack one target at a time
Reply
#4
All Release notes I could find.
Reply
#5
Heya
Been giving it some time in the past few days, and have to say - the game is fun Smile

I had 10M given to me by one of the admins, and that eliminated one of the biggest problems in the game currently (as ive stated many times before) - I didnt have to work hours upon hours upon hours to get through the first 3 levels of the game...it has to be faster folks...

Here is the list of things I wrote down while playing:

- logging into the game is too slow and too cumbersome
launching the game for some reasons requires elevated permissions
and then the username textbox is not focused
and then you cant put user, tab, password, tab, enter and login - you have to involve the mouse Sad
and then - maybe thats just me - but when I click play - it takes around 1 minute to get through the "Connecting to server" screen (Even tho its quite beautifulSmile
--- i think it even takes 3 clicks to see the cursor on the login textbox actually, got some weird interstate on the first click, then click decofused it, and then another click gets it

- In addition, downloading patches was slow as hell - but I guess thats going away when moving to steam?

- WE HAVE TO ADD WARNING MESSAGE WHEN GETTING FIRED UPON
there ive said it Smile

- when i search for someone on the map, the mouse hovers on the autocomplete search results and it screws up the typing
so you have to move the mouse away every time you search for someone
I think we should remove that, ie when the mouse hovers a search result it doesnt fill it in the text box.

- in the hangar, market -> ships, the labels on the ship families (zeph, arac, etc..) are not readable, we need to change the colors to add contrasts

- I cant equip guns in sequence - I have to go and click the gun and equip, then click another gun, then equip, etc.... would appreciate auto select on the next item plz

- Ship models are seriously beautiful, havent noticed before but the heli moth has little rotors on its tails and its spinning, so sexy
I have noticed tho my gfx getting excited after one minute into the game - fan starting to work hard and stuff, not sure its justified for what im seeing on screen
im running R9 200 atm

when are we going to have the rest of the models? noticed the hyperion, and moros are still missing

- Nereid is still unavailable in game right? Is this coming up?

- repair price for hyperion moth is crazy, 52k for <10% hull, is that how its gonna be?


- Sell cargo button is just priceless, such a welcome addition
- you know what else would be very welcome? a shorter path to repair the ship, right now you have to wait what seems to be eternity (Smile) for the animation to take place getting in hangar... I need click click launch man!!
aint nobody got time fo' that

- Upgrades - seems to be addicting which fulfills its purpose
a bit curious about the 0.05%, is this even doing anything? so after spending around 2mil ill have extra 1% dmg or speed? seems weird..
-- can you please add a "remaining time" label there that counts down? I dont want to calculate how much is 31% left of 16 hours

- Health bar on ships in the node is really helpful, thanks for that
-- noticed that when shooting Ri VIM (such a cool name), the talosmoth is too large and abstracts the health bar
-- when i want to switch targets when im engaging, it requires to disengage and reengage ie 2 clicks instead of one, can we make that one click?

- guns view on the HUD on the bottom left doesnt seem to be very helpful, esp when you got >2 guns right? you have to click through all your 9-12 guns.... maybe a more compact view to show all like in pDiaspora?

- Guild menus are awesome - seems like there is a rich diplomacy aspect into the game and its cool (albeit mose of it is not really available atm)
- would apprecaite some in game tooltips/infos about the guild upgrades, not all of them are straight forward
- also noticed that I cant really upgrade anything about my guild, why is that?
Reply
#6
Hey all, I have to start with this; the game is so much more polished than it was a couple of months ago and is very playable so congrats to the team.

I am particularly fond of the "warning" sound, that takes me back Big Grin

Now to my observations which echo Slims.

The grind HAS to be avoided early on, people simply wont continue to play otherwise. Part of this for me is simple; ship speed. Almost all of them are too slow. I have been piloting an Arachne moth for the last two days and have decided it's probably the best ship available despite it's 7 guns. In 'sporas SPEED is EVERYTHING. You want to wait >20seconds to jump? hell no, you're logging off and never coming back cos you've been one sectored by a pk twice in a row... There is no "playability" if you get killed in one go every time you jump wrong... ship loss almost needs to be fun and consequence free, at least at the lower levels... I do appreciate this is difficult and balance is everything but I tried an Endy hunter and my god it was slow. I would never use one for that reason. I would give almost every ship another 6 speed and see what you get although I do feel the ~8sec Arachne moth is probably as fast as you want. Tweaking is always going to be needed, moving on..

More asteroids are needed esp in the gen zone - easy and fun money is the key in the GZ, you'll never buy a H Moth but you might be able to get a Arach Atty out of it!?

Sector Info screen - Players need to know what's happened (Who's jumped in, who's killed who, who engaged who etc)

More bot interaction - This has probably been mentioned but the game lacks dynamism, interesting bots are needed, fighting, blockades etc

I have been unable to try the game with other players as of yet but will try the one sector thing when possible. It would be good to know what can be one sectored by say an Arachne moth with Xens. I would hope not much considering a sector full of Heli ships didn't used to be able to kill a Heli Hunter in one and rightly so. Playability is the winner and always will be.

Happy to help if you need it.

Cheers.

T
Reply
#7
Well put man
I second everything you just wrote.

(05-15-2018, 02:53 PM)DiamondAK Wrote: Hey all, I have to start with this; the game is so much more polished than it was a couple of months ago and is very playable so congrats to the team.

I am particularly fond of the "warning" sound, that takes me back Big Grin

Now to my observations which echo Slims.

The grind HAS to be avoided early on, people simply wont continue to play otherwise. Part of this for me is simple; ship speed. Almost all of them are too slow. I have been piloting an Arachne moth for the last two days and have decided it's probably the best ship available despite it's 7 guns. In 'sporas SPEED is EVERYTHING. You want to wait >20seconds to jump? hell no, you're logging off and never coming back cos you've been one sectored by a pk twice in a row... There is no "playability" if you get killed in one go every time you jump wrong... ship loss almost needs to be fun and consequence free, at least at the lower levels... I do appreciate this is difficult and balance is everything but I tried an Endy hunter and my god it was slow. I would never use one for that reason. I would give almost every ship another 6 speed and see what you get although I do feel the ~8sec Arachne moth is probably as fast as you want. Tweaking is always going to be needed, moving on..

More asteroids are needed esp in the gen zone - easy and fun money is the key in the GZ, you'll never buy a H Moth but you might be able to get a Arach Atty out of it!?

Sector Info screen - Players need to know what's happened (Who's jumped in, who's killed who, who engaged who etc)

More bot interaction - This has probably been mentioned but the game lacks dynamism, interesting bots are needed, fighting, blockades etc

I have been unable to try the game with other players as of yet but will try the one sector thing when possible. It would be good to know what can be one sectored by say an Arachne moth with Xens. I would hope not much considering a sector full of Heli ships didn't used to be able to kill a Heli Hunter in one and rightly so. Playability is the winner and always will be.

Happy to help if you need it.

Cheers.

T
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)