*** CLOSED BETA UPDATES & DISCUSSION/BUG REPORTS IV ***

Discussion in 'Beta Discussion' started by Vesuvius_SWIE, Jun 9, 2017.

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  1. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    The internal beta will run through Summer 2017; until then there will be consistent updates and features being added.
    Players who have access to the internal beta will be posting here to discuss the game, report bugs, and talk strategy.


    6/9/2017 Build Update:
    • The Turn Bar will now be visible during Allocation and will indicate which ships have finished their allocation phase.
    • Ship interaction with wreckage has been revised to the following interactions:
      • Ship scanners can now see through wreckage
      • Ships are now able to move through wreckage
      • Ships can target and shoot through wreckage
      • Ships are still not allowed to occupy the same hex as wreckage
    • Klondike Class V repair tender now correctly has a turn bar icon.
    • An issue where the client was applying the wrong Range and Hit attributes to weapons has been resolved.
    • The systems section of the Spacedock Ship Details will now show the full classification of each ship system.
    • Defending ships can no longer enter a map after it's been captured by the opposing faction.
    • Capture points will no longer be incorrectly awarded to a defending ship after it’s map has been captured.
    • Capture points will no longer be awarded if a sector is protected.
    • Addressed a bug with attacking faction not being set correctly if a defender was still present when a map was captured.
    • If a player is destroyed by counterfire in Battle Royale they will now correctly see their ship destroyed and return to their Spacedock.
    • The attacking ship will no longer disappear before it fires when the targeted ship is destroyed.
    • Vessels with repair bays, medical bays, and marine supplies (support ships, space stations, etc.) will now correctly pool its various resources (repair points, crew, marines) and more fairly distribute them.
    • A bug that prevented a map/sector from being captured if the last vessel destroyed was a structure (e.g. mine, space station, etc.) and the attacking faction had already accrued the required number of capture points has been fixed.
    6/9/2017 Build Update:
    • The ship Transit Phase cinematic will now correctly be shown any time a new ship enters into the map.
    • Ships entering the map will no longer appear on the map before the transit cinematic plays.
    • The arrangement of the command buttons for AI controlled ships has been change to a diamond pattern for better use of the space available.
    • The tab for opening and closing the chat window has been repositioned to make reopening the window easier.
    • The chat window for Combat and Freeflight has been repositioned so it does not cover up the ship description text for the Transit Phase cinematic.
    • The text will now correctly fill the resized chat window for combat and freeflight.
    • Mines detonating themselves will no longer prevent the capture of a map if there are no other structures present and the capture point requirement for the map is reached.
    • When a mine detonates it will now correctly have its hull points reduced to 0. This addresses a situation where mines would reappear in sectors after the server restarts.
    • Structures will no longer be placed on a map if they were set to occupy the same location as a map entity. This addresses a rare case where a structure would appear on the map but couldn’t be fired upon and would not appear in the turn order.
    • The turn bar will now correctly show a checkmark for player ships that have finished their allocation or are warping out.
    • On the shipyard ship details screen the shield system will now display the power ratio required for each power increment.
    • Nebulae will now correctly block scanners beyond the 4 hex visual range. This means enemy structures or ships cannot be detected or locked on past 4 hexes if there is a nebula between the two ships. This change also means detection and locks will be broken if a ship moves through a nebula beyond the 4 hex range. Sensors will continue to be disabled while inside a nebula, and cannot be powered during allocation.
    • Ships will now receive damage for each radiation node they pass through in a map.
    • The support ship toggle in the shipyard will now only be displayed when the player has one of the support ship skills.
    6/9/2017 Build Update:

    The Fleet Commander skill
    is now available. This skill allows the player to have a secondary or tertiary combat ship will follow you around the galaxy that will attack enemy ships. When the player acquires the now available Captain Skills called Fleet Commander I & II they will be able to toggle one or two combat ships to take into the galaxy. Go to the Shipyard, set the Role filter to Combat Ships, then requisition the Combat Ship you want. Then go to the Space Dock and toggle the checkbox next to the Combat tag on your ship selection.
    AI Changes

    • AI controlled ships will be better at finding other ships.
    • AI ships will no longer fire their weapons across the map. Now they will fire based on a threshold for their hit chance. This is to prevent the bots from closing the distance with other ships.
    General
    • If a Captain or Officer does not meet the required level for a skill the game client will now display a notification.
    • Fixed an issue where AI following ships would not appear if you enter a map next to a map object.
    • Addressed an issue where the client was spamming the server with ShipyardGetOfficersMessage requests.
    • There have been many AI adjustments made to accommodate the Fleet Commander skill that may not be noticeable by players.
    • The majority of development time has been spent debugging the Fleet Commander functionality
    6/9/2017 Build Update:
    • The AI will now be more effective at allocating power to prevent situations where they are unable to move.
    • The AI will now partially power systems when it makes sense. This helps with situations where it uses too much or too little of its available power.
    • The AI will now make sure they're actually in the map before attempting to repair.
    • The AI will now avoid radiation environmental hazard instead of ignoring the danger they pose.
    • The Support and Combat ship command buttons will now correctly show the state of the currently selected command for the selected ship.
    • The visual and sound for Maalaketh beam weapons have been updated to better convey the intensity of their effect.
    • Fixed an issue that would sometimes cause the player to remain on the loading screen indefinitely when entering into a Skirmish match.
    • Fixed an issue that would cause ships to not properly be detected when they reenter a map.
    • While in Freeflight the player and all of their Support & Combat ships will now warp out at the same time.
    • Improvements have been made to better randomize the starting location for ships.
     
    Last edited: Jun 23, 2017
  2. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    6/30/2017 Build Update:
    • When a vessel is attacked, either the engines or hull will take damage, but not both.
    • The chance to damage systems (e.g. engines, weapons, etc.) when attacking a ship has been revised to be more consistent.
    • With the exception of engines, a damaged system will no longer be selected to receive additional damage.
    • The purchase cost of ships on the Shipyard is no longer the same as the HP/LP reward value for when the the ship is destroyed, and the costs for ships have been revised.
    • Shields will no longer auto repair, and will now correctly require the player to use repair points to make them operable if disabled by damage.
    • The hexes bordering map objects adjacent to one another will now be unified as a single inaccessible area instead of separate inaccessible areas.
    • The introduction cinematic will now always be shown when a player creates a captain.
    • Support ships and additional following combat ships will now move to the hex closest to the player if no adjacent spaces are available.
    • The values of several ship skill and systems have been changed.
    • Several ships have had their skills and/or systems changed to improve game balance.
    • Ships destroyed by radiation will no longer leave wreckage in the wrong location on the map.
    • Repair Bay and Medical bay will now appear appear as systems when viewing ship details on the spacedock.
    • The nameplate popups for ships will now display the name and type of the ship instead of class and type.
    • A case where an invalid duplicate of a ship would appear in Skirmish has been resolved.
    • The officer Skills Dark Matter Astrophysics have been redesigned:
      • Dark Matter Astrophysics I: Allows for faster escape out of the sector in Combat: Larger ships (Class V and higher) no longer require several rounds to escape with their dark matter drive in combat.
      • Dark Matter Astrophysics II: The Dark Matter Drive can be activated anywhere on the map in combat -- they no longer need to travel to the edge of the map to escape.

    7/7/2017 Build Update:

      • The Andromeda research ship will no longer be used by the AI to defend a sector against players in the galaxy. Also can no longer be a selectable ship for Skirmish.
      • In cases where different parts of your ship take damage and the player leaves and enters combat they will now be correctly able to repair the damaged systems
      • The game now correctly prevents players from attempting to purchase skills if they do not have the correct number of skill points.
      • Resolved an issue where the new LP/HP costs were incorrectly appearing as unlock costs
      • Ship systems that are already damaged will not be the target of additional damage unless they are engines.
      • Updated the ship skill ‘Dark Matter Astrophysics’ to have the correct description. Can escape combat with Dark Matter drive faster than normal ships of its class.
      • Many ship systems have had their stats revised.
      • Resolved an issue where Tactical Advantage was not giving the correct initiative.
      • The officer skill Resistance will now correctly give Radiation Protection.
      • The officer skill Power Boost is now correctly giving 5% additional power.
      • The in-combat nameplates will now correctly display the type of structure.
      • When waiting for the next transit phase to enter a map, players will now be able to observe the map instead of the loading screen. Observing players will only see what their allies can see.
      • Resolved an issue where player ships would not appear in the correct location when new ships warped into the map.
      • The captain skill Honorable Death will now correctly award Honor Points when the player’s ship is destroyed.
      • Resolved an issue that would sometimes cause starting locations to not be saved between play sessions.
      • Bot ships should more consistently use weapons on all their arcs (forward arc is still preferred).

    7/7/2017 Build Update:
    • The nameplate popup when the cursor is over a Ship or Structure will now appear for allies and when in freeflight.
    • Engine power will no longer display incorrect values when in allocation.
    • Weapons will now correctly display their base accuracy when the cursor is over them in Combat.
    • Ship attributes while in a map will now correctly update to account for active and passive skills that modify stats like Hull Points, Engine, Crew, Range, Accuracy, Scanners, Damage, etc.
    • Skills that reduce a ship’s chance to be hit will now be calculated as part of the accuracy value displayed in the nameplate popup.
    • Battle Royale and Skirmish have been added to a new section on the Spacedock called Simulation. This is to better convey to new players that these are not the main game mode.
    • Accuracy modifiers are now calculated as additive to address inconsistent values at different ranges.
    Ship Skills
    • The Dreadnought skill will now give +10% accuracy to all weapons.
    • The Admiral's Flagship skill will now make the ship immune to any boarding crew damage.
    • The Comfortable Crew skill will now double the recovery of the ship’s crew at the beginning of each allocation round.
    • The Unit Cohesion skill will now remove the restriction of only being able to upgrade one officer every 24 hours
    • The Fission Warhead Damage Boost skill will now give +1 Damage to Fission Warhead Weapons.
    • The Precision Fire skill will now give +10% Accuracy for Beam Weapons.
    • Genari Monolith will now make it so Genari weapons have a 10% increased chance of missing ships with this skill.
    • The Small Profile skill will now give -1 to sensor range detection by enemy ships and structures.
    Officer Skills
    • The Sensor Shadow skill will now give -1 to sensor range detection by enemy ships and structures.
    • The Advanced Med Bays skills will now give 10/20% Crew Healing per round.
    • The Resistance skill will now correctly provide radiation protection based on the appropriate intensity.
    • The Accuracy skill for Genari will now correctly modify hit chance for ranks 6 to 10.
    • The Slaughter skill will now give +1 XP per enemy crew killed.

    7/21/2017 Build Update:
    • Repair points will now only regenerate 1% of a ship’s crew instead 5% per repair point (minimum: 1 crew).
    • The % chance for the engines to take damage when being attacked from behind has been doubled.
    • Players will now receive an XP bonus if they are in a map when the sector is captured (2x siege point value).
    • When players leave the Spacedock they will now be placed 3-4 hexes away from the station. This is to prevent ships leaving the Spacedock from blocking ships that want to dock (and players better visualize their position).
    • The selected starting ship that remains free to the player will now be better identified on the Shipyard with a white background.
    • Fixed an error that would occur if a player attempts to make any power allocation changes during the same round they click the Leave Map button.
    • Fixed several instances where activated abilities would appear as available when they were on cooldown.
    • The combat resolved popup will now only show up whenever a player is leaving combat.
    • Global broadcast can now be posted by administrators to all players. These messages will appear in the in-game chat.
    • Fixed an issue where where players could get stuck on the loading screen when attempting to start a Skirmish match.
    • Support ships no longer cause incorrect values to be shown on a player’s main ship.
     
    Last edited: Jul 21, 2017
  3. Xeen Dread

    Xeen Dread Active Member

    YEY!

    Wreckage makes sense now. Thank you.

    1000 km^3 of space that can be passed, scan through, and shot through when a ship is there shouldn't change at all when a blown up ship is there!

    Some other good fixes too :)

    Are some of those radioactives actually coming from leaky wrecks? Should we expect to see, scan, move, and shoot through those wrecks too?
     
  4. Xeen Dread

    Xeen Dread Active Member

    Back to that previous nasty bug of ghost ships:

    I need to find a new zone (one that I don't own) that has some bugged terrain (space-rain?) and attempt to reproduce. I think on some level the player is moved into the bugged object, causing a LOS disturbance vs certain targets (conditions may apply such as being on the field already or spawning in/transiting that round or any later round), yet also not moved at the same time.
     
  5. Xeen Dread

    Xeen Dread Active Member

    Still a problem with getting dumped right back into the map you left when trying to travel via galaxy map. May have something to do with the new trace route back to a friendly station? Attempting the same route 3 times resulted in a dump the first 2 times and a success on the third for reasons unknown. Sat around for awhile while typing during the last one.

    Still a problem with Power Boost (minor) not displaying ModifiedMax/ModifiedMax power/engine status when first leave dock (usually updates when you enter combat). Instead, it displays NormalMax/ModifiedMax.
     
  6. Xeen Dread

    Xeen Dread Active Member

    The Allocation-End-Confirmation is pretty cool. I'd change the graphic to something a bit more fitting later though. Perhaps a Green artistic outline around the ship icon instead of a bulky check across it. The check does fit with the red X I suppose.

    Seems to be a little something weird going on with it. I destroyed a couple mines in one combat round and then in the following allocation, there were 2 unchecked mines. The phase ended as expected, but I think there is a problem with when the markers/objects are removed from the listed/no longer checked for phase completion. Not sure if that's it or not, but there is definitely something going on where some entities are not checking off.

    Ok doesn't appear to have anything to do with the kills. This round, I killed nothing and several mines and a ship are not showing checks.
     
    Last edited: Jun 9, 2017
  7. Xeen Dread

    Xeen Dread Active Member

    It seems Class X station now properly gives CP.

    Also, we lost the ability to hover over an icon during allocation for intel. Is this an intended change?
     
  8. Xeen Dread

    Xeen Dread Active Member

    Seeing a marker for a Class VIII friendly still in the sector I just conquered. No on was there but me and I'm a Class X and on the galaxy map. Should not be seeing anything in the sector unless that was a friendly AI in transit from just the right time when I locked the sector and was finishing the extra? The indicator says 1 ship on site though, not en route.
     

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  9. AmishJoe

    AmishJoe Member

    I think xeen already brought this one up. I just tried to capture senath(not sure of spelling), anyway the second planet of genari home system. I destroyed 6-10 enemies and never got anymore capture points once I got to 16 sol. Still over a hundred genari points
     
  10. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    You mean hovering over an icon on the turn bar, or on a ship on the battle map?
     
  11. Xeen Dread

    Xeen Dread Active Member

    Hovering over icon on turn bar during allocation phase, no info. I guess we didn't have that info then before anyway.
     
  12. Xeen Dread

    Xeen Dread Active Member

    Yup, technically, the world was supposed to have ended in Sol victory with me destroying the innermost/3rd homeworld mega station (Class XIII) in Saneth, even if you can't get CP to shift there.
     
  13. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    I think they're working on the server reset/multi-server setup before Saneth's defeat can win the server/trigger endgame and a new server.
     
    AmishJoe likes this.
  14. Xeen Dread

    Xeen Dread Active Member

    Otherwise they would have to manually start up a new one each time some joker (grins) decided to go wipe a homeworld?
     
  15. 0b1000010

    0b1000010 Member

    I recommend on shipyard ship stats for force field to make power (PWR) more relevant to the shield tier. So 1x 2x or 3x.
     
  16. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Weekend update!

    Space Wars Patch Notes 6/16/2017
    • The ship Transit Phase cinematic will now correctly be shown any time a new ship enters into the map. (finally! haha)
    • Ships entering the map will no longer appear on the map before the transit cinematic plays.
    • The arrangement of the command buttons for AI controlled ships has been change to a diamond pattern for better use of the space available.
    • The tab for opening and closing the chat window has been repositioned to make reopening the window easier.
    • The chat window for Combat and Freeflight has been repositioned so it does not cover up the ship description text for the Transit Phase cinematic.
    • The text will now correctly fill the resized chat window for combat and freeflight.
    • Mines detonating themselves will no longer prevent the capture of a map if there are no other structures present and the capture point requirement for the map is reached.
    • When a mine detonates it will now correctly have its hull points reduced to 0. This addresses a situation where mines would reappear in sectors after the server restarts.
    • Structures will no longer be placed on a map if they were set to occupy the same location as a map entity. This addresses a rare case where a structure would appear on the map but couldn’t be fired upon and would not appear in the turn order.
    • The turn bar will now correctly show a checkmark for player ships that have finished their allocation or are warping out.
    • On the shipyard ship details screen the shield system will now display the power ratio required for each power increment.
    • Nebulas will now correctly block scanners beyond the 4 hex visual range. This means enemy structures or ships cannot be detected or locked on past 4 hexes if there is a nebula between the two ships. This change also means detection and locks will be broken if a ship moves through a nebula beyond the 4 hex range. Sensors will continue to be disabled while inside a nebula, and cannot be powered during allocation.
    • Ships will now receive damage for each radiation node they pass through in a map.
    • The support ship toggle in the shipyard will now only be displayed when the player has one of the support ship skills.
    Fleet commander skill option is coming next week, and that should complete all the specialty skills.
     
    CpZen likes this.
  17. CpZen

    CpZen New Member

    Back to playing some. Each time I come back I see a lot of nice changes for the better :)
     
  18. Kuwanger

    Kuwanger New Member

    The support ship (repair tender) seems to work well. I use it to soak up damage and distract the AI, since the tenders are pretty cheap.
     
  19. AmishJoe

    AmishJoe Member

    ok, got a couple of new to me ones. First I had counter fire set for 3 weapons, enemy fired 3 times, I countered, showed my xp for a kill, the enemy fires 2 or three more times, total of 5-6 shots, then explodes?????? Movement/spotting bug when I moved about two days ago, I should have spotted a mine, so I stopped at the correct spot, then without me touching anything, I randomly moved about 5-6 hexes in some random direction. Thirdly and an old one, the upgrade officer menu is getting worse instead of better I think. Used to be I could go in and pick a different ship in the space dock and choose a different officer then switch ships and upgrade, now it just shows the officer from the first ship I pick no matter what ship I change to. Also I just tried to capture a sector with a defense station and got enough points that would normally lock it, thought maybe ships would stop spawning so I could go after the base, no luck. I think I had around 10 against me when I finally left.

    -I'm going to fool around with the counterfire on multiple weapons vs. multi-weapon ships and see if I can reproduce this.
    -That movement bug is definitely the client/server lag communication error, making you 'pop' somewhere else. I hope those things get less common over time.
    -As for the officer bug, I don't see it, seems to work normally for me when I select different ships and different officers related to those ships... -Vesuvius
     
    Last edited by a moderator: Jun 20, 2017
  20. Nickman77

    Nickman77 Member

    I think it would be nice to have a 'dock' button when you enter a home region so you don't have to manually guide your ship to the station. Either where you dock automatically or it autopilots you there.

    -It is a good idea, I will have it implemented -Vesuvius
     
    Last edited by a moderator: Jun 20, 2017
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