Shores of Hazeron

Latest Software Update

This page announces updates to the Shores of Hazeron game software. Go directly to the downloads page if you want to download the software. If you do not have a login account, you will need to create a login account before you can access the downloads page.
Server
Grid

2/17/2012

What's new in this update? Today's client update is optional.
Jump Method
Jumping now works completely differently. The body power adjustment was removed in favor of a short power-up period when the jump key is held. This also eliminates key conflicts with PageUp and PageDown as they are no longer used for body power adjustments.
Jump Burden
Jump power is now affected by the burden you are carrying.
Mount Burden
Animal and citizen mounts are now slowed by the same burden factors as people when carrying equipment and other creatures. Their own equipment slows their movement like players. The weight of their equipment is added to the mount's burden, but not the weight of their body.
Vehicle Stats Missing
Vehicle stats like fuel level and damage disappeared from the screen in the last update. They are back.
Capitals Not Doing Research
The problem should go away. Somewhere in the pipeline a 32 bit integer was used. This caused numeric rollover issues when a city had more than 4 billion cronos.
Sales Tax From Citizens
Citizen sales are now calculated from their salary instead of the total amount of citizen money in town. This will reduce the amount of sales tax earned due to citizens spending their money in town.
Word Wrap
Added a setting to force word wrapping in the comm channels at a certain number of characters.
Auction Item Crashes Server
Fixed a bug that caused a server crash when a person not aboard a spacecraft tried to auction an item at a broker that did not have any money.
Government City Debt Policy
Governance window Policy tab now has a setting to turn on/off the authority of cities to issue government debt for supplies. The tool tip describes the conditions under which that debt is offered.
Help Button Confirmation
Help button now shows a confirmation message before broadcasting a help message. Lots of people push that button at least once just to see what it does.
Client Closes on Disconnect
Fixed client handling of server disconnect situations. Now the client properly defers to the master server when the worker server goes down, instead of simply exiting. The result is a more seamless handoff when a server crashes.
Town Square Bug
Town square does not initialize city storage limits properly when built. Must wait for some other trigger later, such as building another building or server restart.
Movement Acceleration
Movement keys for your dude now impose a split second of acceleration time before reaching the normal movement speed of your body. This will help fast dudes to move in tight areas with taps of the keys.
Login Page Settings Button
Login page now has a button to show the Settings window.
Grass Quantity
Tuned the grass generator to produce quite a bit less grass. It was making way too much.
Connection Failure on Retry
Client displays connection error dialog and quits during server handoff. This bug has plagued me for quite a while, turned out to only occur on the debug server farm. Listed here because it took a long time to fix.
Client Crash
Fixed an error that sometimes caused a crash when a new ship entered the scene with units aboard. A ship load of pirates is an example. This might also occur when entering a solar system with lots of ships in the new scene with units aboard.
Last Full Build Date
Added a date to the downloads page to indicate when the last significant big download was posted. Now it might be easier to tell when you only need the patch.
Barren Terrain Bug
Fixed a bug that caused some terrain to be barren of grass when it should have grass.
Server Crash
Fixed server crash when a unit was told to mount itself.

2/15/2012

What's new in this update? Today's client update is optional.
Body Power Adjuster
Your dude's movement and jump power can now be reduced using PageUp and PageDown keys. A bar was added below the stats bars to show your current movement power, as a fraction of your maximum movement power. This should help fast people and jumpers in certain situations, like moving/jumping on a low gravity world or in the tight quarters of a spacecraft. You cannot adjust the movement power of your mount.
Hull Damage Messages
Messages indicating ship damage from the environment are now sent on the crew channel. These were lost in a previous nerf of most ship damage messages.
Storyline Voice Channel Broken
Voice channel is broken if it is opened automatically by Targoss speaking. Messages are blank. The asterisk doesn't show up. The client crashes when the last blank message is activated. This problem was fixed.
Crash Loading Crew In Top-Down View
Fixed.
Ground Cover Setting Broken
The ground cover setting slider control was configured with the wrong range maximum. The symptom was it initially showing maximum grass, when actually it should have shown about 20%. Changing it never let the grass quantity exceed 20% after that. Now you can have LOTS of grass. I have not yet found the cause of a crash here. Played all day on a Windows 7 machine with no crashes except loading crew in top-down view.
Server Crash Trapped
Trapped/fixed a server crash when handling sector-range messages. Sector range messages would sometimes crash a server, but never the server on which they were transmitted, just some other server(s). This seemed to be the most common cause of server crashes recently.
Storyline Chat Confusing With Multiple People
Storyline chat was confusing when multiple people were engaged in a storyline in the same area, such as several people taking rocket training at once. Storyline chat is supposed to only be heard by the person it is directed to, who is engaged in that particular story instance. That should be fixed now.
Story Repeat and Hint Removed
The buttons to repeat the current story block and to request a hint were temporarily removed. They were causing strange problems so I removed them until the problems are fixed.
Client Fixes Posted In Previous Update
Fixes noted in pink in the previous posting are included in this update.

2/14/2012

What's new in this update? Server update only.
AI Landing Approach
The landing approach taken by AI crew is now at a lower angle than previously. This helps them to land when planets have a fast rotation speed. You will notice a difference here.
.ship Files Lose Modules
Fixed a server side bug here. The .ship files are fine. Load one and you should see the module configuration correctly.
Slow Analysis Update After .ship Load
The analysis shown in the design studio used to take a few seconds to update after a .ship file was loaded. It now updates immediately. Client update not required for this fix.
Private Ship Officer Snafu
Fixed some bugs related to officer's having the con that prevented a player from retaking the captain's berth on a private ship immediately after releasing the berth.
Invisible Tree Collisions
Fixed tree collision code to eliminate trees that used to be on the terrain before buildings were put there.
Player Mounted Troop In Turret
You can no longer mount a troop who is operating a turret.
Alien City Citizens
Fixed three bugs related to alien city citizens.
  • Workers were spawning using indigenous DNA instead of the proper alien DNA.
  • Troops were spawning at bases using indigenous DNA instead of the proper alien DNA.
  • Alien capital city causes empire to show indigenous DNA on empire join screen, instead of proper alien city DNA. New characters would spawn with the proper alien DNA, they just see the wrong race on the join page. If your empire has this problem, you will have to redeclare your capital to fix it.
Ringworlds Too Rare
Increased the probability of suitable solar systems generating a ringworld. This may result in ringworlds where they didn't previously exist in systems that regen due to decay.
R&D Tool Tip Says 10c
The tool tip on R&D manufacturing processes, on the Construction window, now says 1,000c per tech level instead of 10c. This will be available in the next client update, scheduled for tomorrow.
Manufacturing Process Tool Tip Messed Up
Fixed a bug in the tool tip that appears on the current manufacturing process on the Construction window. Previously, it was not correct when you first selected a new building if the default process was not the first process in the list. This will be available in the next client update, scheduled for tomorrow.
Airport Repair Shop Default No Worker
Airport repair shop now defaults to having the worker disabled when you click it on the Construction window. Most people do not want to start manufacturing modules right away because they drain tons of resources. This will be available in the next client update, scheduled for tomorrow.
Declare Capital Messages
Failure to declare a capital now produces a log message that says why it failed.
Getting Started Exit
The Getting Started mission that starts for new players, the one featuring Targoss, now offers an early exit from the tutorial. Targoss just gives you the torch and shuts up.
Rocket Training Mission
A new story was added that teaches new players how to fly a rocket. It starts automatically for new players under the following conditions:
  • Current city has a new unused rocket.
  • Current city has hydrogen in the stock pile.
  • Current city has environment suits and environment helmets in the stock pile.
  • Player has less than 3 minutes of time in a rocket.
  • Player has never previously started the rocket training mission.
The player receives 500c, plus an environment suit and helmet, from this story.

Two more short stories will follow, intended to help the new emperor get that first moonbase started now that they don't earn any money right off. Even short and simple takes a while to get right, with the benefit of expanding the capabilities of the storyline engine. This rocket training mission will certainly need tweaking before the exploiters are done with it.

2/10/2012

What's new in this update? Server update only.
Server Crash Bug Most of the server crashes over the past 24 hours were the result of some traps I placed for an elusive bug. It revealed itself in a big way and was easily fixed. Since I have to post the fix anyway I slipped in some other bug fixes and stuff. The bug that was trapped was responsible for an occasional server crash; I like getting rid of those.
Officer Did Not Take Command
Fixed a bug that caused officers to fail to take command of the vessel they were aboard when they were the only officer assigned to the ship.
Cannot Take Station From Seated Crew
This is not a bug. The station does not require you to look at it to enter it. Stand close to the station and press E. If you look at the station operator, the implication is you want to piggy back and that doesn't work when the station operator is seated.

Ceiling and floor turrets are similar. You do not have to look directly at them to enter. However, since they can be above and below each other on the same deck, your head tilt is taken as an indication of whether you want to enter the ceiling turret or the floor turret.
Piggy Back Character Capture
Ikkir quickly discovered that the new pick-up-body code enabled him to capture a fallen player and keep them as a souvenir forever. Now when you are piggy back and dying you can still push E to fall off and continue dying. You might get pwned for a while but it won't last forever.
Can Drop Items While Dying And Carried
Ikkir also discovered that a dying rider could drop dynamite at the feet of their abductor. You can no longer do anything while dying and carried except push E to fall off.
AI Stuck Logic Nerfed
The code that allowed the AI to use their sight logic to find their way out of tight areas was disabled until I can work on it more. I suspected it was causing lag spikes.
EmpireData.txt File Not Updating
The EmpireData.txt file is now updating again. It was left out of the script that posts the updates to the web server after the report process runs. It was not updated since before the move to the computer center. Some changes were made then to the way the report output got posted to the web server.
Rotation Wierd When Piggy Back
Fixed a bug in the rotation smoothing code when riding piggy back on non-animal creatures. This will be available in the next client update.
Unit Orders Added
Unit orders were added for piggy back. These will be available in the next client update.
  • Mount Me - Orders the selected unit to mount your dude. You must crouch to permit the AI to mount, just like with players.
  • Mount Target - Orders the selected unit to mount the targeted creature. AI dudes will mount people who crouch who are not enemies. They will also mount other AI dudes who are not enemies and who are assigned to the same ship as them.
  • Drop Rider - Orders the selected unit to drop the rider they are carrying.
Unit Orders Changed
Unit orders were changed for piggy back. These changes do not require a new client update to take effect.
  • Get In - Orders the selected unit to mount the creature you are riding. This is useless until creatures can carry multiple riders.
  • Get Out - Orders the selected unit to dismount the creature they are riding.
  • Get Item - Orders the selected unit to pick up a dying creature. AI dudes have the same carry limitations as you.
Mount Shipmates
Non-enemy units who are assigned to the same ship as you will now permit you to mount them. This is sort of like having a personal slave carry you around everywhere. Just order your litter-bearer to go wherever you want them to carry your ass.



2/9/2012

What's new in this update? Today's client update is optional. No patch is posted because some textures changed that require the full download.
Breathing Sounds Too Loud
Reduced the sound volume of the helmet and scuba breathing sounds.
Orchard And Farm Plants Don't Change
Fixed a bug that failed to change the trees at orchards or the plants at farms when the manufacturing process was changed.
Grass
Ground cover plants algorithm improved. There should no longer be large open areas of land with no plants at all, except at beaches and alpine peak areas.

There is now a setting for the amount of ground cover. Warning, lots of ground cover results in a noticeable jerk/lag when each new terrain patch is added to the OpenGL scene due to the large number of polygons. This is true even when reloading terrain from the cache that you have previously visited. The lag spike is due to the large number of polygons being added to OpenGL at once.
Tree Collision
Trees are now an obstacle to movement. There is no impact damage yet but get ready, it's on the way.
Tree Forage Location
Trees are now foraged by clicking on the surface of the trunk. Previously, the click area was near the ground, somewhere inside the tree. :P
Server Shutdown Messages
Fixed a bug that caused the server shutdown messages to stop appearing.
Zoo, Wind Power Plant, Solar Power Plant Sites
Zoos, wind power plants, and solar power plants are now "site" buildings, like farms and mines, instead of the extruded skyscraper type buildings. This was actually an internal inconsitency, noticeable by the presense of grass hovering in the air over wind and solar power plants where the ground level would have been.
Troops Fall Out of Ships
Fixed a bug that allowed some wall turrets to act as an entrance/exit to the outside, with no door. This allowed troops, crew, passengers and anybody else to fall out quite easily at those turrets.
Settings - Clear Design Cache Files
Added a button to the settings window to delete the ship design files from the temporary files cache.
Settings - Clear Plant Palette Cache Files
Added a button to the settings window to delete the plant palette files from the temporary files cache.
Pathing Errors
Fixed a pathing error that prevented AI from pathing over exterior floor hatches in most situations.

Added logic to help get out of stuck situation behind engine units. If you click on the floor, they should try to go straight there if their sight logic says there is a clear path, even if their routing code cannot determine a path.
Pick Up Dying Creatures
You can now pick up dying creatures, including wild animals, by looking at them and pressing E. This will pick them up and carry them on your back. It will also stabilize them so they will stop bleeding to death, until you drop them again. Drop them in a surgery unit and the medic will defibrillate them right away.

When carrying another creature, your encumberance is increased only by the weight of their inventory, not by the weight of their body.
Piggy Back Players
You can now carry other players on your back. The rider must look at the mount and press E. The mount must crouch (Caps Lock) to permit this, as a way of giving permission so people don't jump on your back everywhere.

This CAN be done when running two instances of the program on the same computer. To crouch and stay that way, right-click while crouched. Then you can switch to your other program instance and mount up.

When carrying another person, your encumberance is increased only by the weight of their inventory, not by the weight of their body.
Drop Rider or Unconscious Creature
Push E to drop the rider or unconscious creature from your back. One exception is when grabbing or releasing a ladder. In that case, the ladder works and you don't drop the patient.
Mount Carry Tolerance
The carry tolerance of mounts was increased. A mount can carry a rider if the mount has at least 90% of the body volume of the rider. Previously, the mount had to have 100% of the body volume of the rider.
Medic Too Sleepy
Added code to wake up the medic in the sick bay when a dying body is dropped in the surgery unit. Previously, the medic usually slept through the death of the patient. Also increased the radius of the area on the floor where the patient can be dropped and still get defibrillated.
Water Blocks Targeting
Water surface was blocking sighting/targeting code so you could not spot or shoot objects or creatures that were just below the surface.
Non-Aquatic Creatures Drown
That means you; no known player is aquatic or amphibious. All non-aquatic creatures whose head goes under water will now drown at the rate of 1 hp per second unless wearing an environment helmet. An environment suit is not required. This is a little aggressive; I'll probably spend a little more time on it, allow a few seconds of "held breath" time before drowning.
Wing Beat Sound Too Loud
Reduced the sound volume of the wing beat sound when it is coming from your own wings.
Forest Drag Sound Too Loud
Reduced the volume of all dragging sounds when coming from your own body. Forest dragging sound was extra loud so it got reduced even more.
Ghost Ships On Terrain
Fixed a bug that caused spacecraft to sometimes stop acting like an obstacle to movement when sitting on terrain.
Citizen Salary Reduced
Citizens that have jobs now earn a flat rate of 1c per city report. This is part of ongoing efforts to tame the economy. It's not done yet; don't start flaming me already.
Engineer Station FTL Power Indicators
FTL power button and light were removed from the engineer station when the ship has no FTL drive at all.

2/5/2012

What's new in this update? Today's client update is optional.
Plant Painting Improved
Improved plant painting algorithm to create more natural looking plants. Tree trunks and branches use more faces for rounder 3D models. Textures are used for branches, leaves, thorns and flower petals, previously painted using solid colors.
Plant Palette Cache
Plant texture palettes are now cached in your Shores of Hazeron temporary files folder. This eliminates a lag/delay spike when entering a new resource zone of a planet. That lag spike got worse with more detailed painting code and higher resolution plant textures.
Plant Texture Size Setting
A setting was added to adjust the size of the texture image created for each plant. This was previously hard-coded to 128x128.
Radioactive Plant Color
Radioactive plants now glow in a color determined by their DNA, instead of the same shade of green all the time. As before, the glow brightness is based on the level of radioactivity of the plant. Plant defenses are not implemented so this is just for looks.

2/1/2012

What's new in this update?
New City Buy Cargo Dilemma
New cities with no money may now offer to purchase commodities using government debt. The debt is added to your personal government debt account, to be collected at a bank of your empire. The city must not be connected to other cities. The city must have a local demand for the commodity and it must have no local production of the commodity.
Sunlight In City Inventory
Some commodities that are not supposed to be stored in the inventory of a city were showing up there. They were getting stored there when a manufacturing process was changed and the commodities it had fetched were returned to the city. The invalid commodities will be removed from all city inventories when the servers start.
Buy Quantity UI Frustrating
Improved the purchase UI to update the total price offered when the quantity to purchase changes. This acts more like it did before.
Design Studio Server Crash
Fixed a bug that would sometimes crash the server when a deck of a design was moved up or down to another deck.
Item Network Usage
Network usage of items was reduced. Items are all those objects lying about, like meat and bones and other bits dropped by dying creatures.

1/30/2012

What's new in this update? Server update only.
Bullion Production Processes
Due to a bug, bullion processes were only manufacturing 10% of their bullion. They will now produce 250 cronos from 10 metal, instead of 20 cronos from 1 metal. Existing bullion manufacturing processes will remain broken until you change the process then change it back.
Bullion Prices Vary Slightly
Balanced some database values so that bullion costs the same to manufacture no matter what metal it is made from. Someone had observed that it was slightly more expensive to manufacture bullion from vulcium than from magmium.
Manufacturing Process Time Estimate
The time estimate for running a manufacturing process was incorrect when the process was first selected. It got corrected after the process ran once. This server-side bug is now fixed; client update is not required.
Remove 'Research' From RnD Processes
The word Research was removed from the name of the RnD processes.
Cancel/Change Manufacturing Process - Return Stuff To Inventory
When a manufacturing process is changed, the commodities that have been fetched into the "consume" column are returned to the city's inventory. Excess is lost if the inventory is full. This applies to all manufacturing processes including spacecraft manufacturing processes.
City Will Not Buy Free Stuff
Fixed a bug that prevented cities from accepting For Sale offers of stuff for free. The actual bug was that they rejected For Sale offers that they could not afford based on their cost estimate, not the price offered.

1/27/2012

What's new in this update? Server update only.
Auction and For Sale Broken
Fixed a couple of dumb bugs that broke players' ability to auction or sell items to cities. This was the main reason for the server update today. It was pretty critical.
City Funds Transfer
Cities now pay for the stuff they import from other cities. The price isn't exact but it gets the money flowing between cities so one mint in a system will result in money finding its way everywhere, like with other commodities. Sales tax is deducted from this money transfer. The transaction accrues in the citizen account as Product Sales and Product Purchases.
Velocity of Money
Velocity of money is now (100% - sales tax rate) per city report period. The velocity of money determines how much of the citizens money is spent between themselves in a given city report period, for determining how much sales tax to collect from the citizens account in that period.
Hand Craft Bullion
Hand crafting of bullion should work correctly now. The 1c bullion you hand craft is added to your personal account, instead of whatever happened to it before.
Sector Capital Status Lost
Fixed a bug that caused sector capital status of all cities to be lost whenever the master server was restarted.

1/26/2012

What's new in this update?
Economy
This update mostly concentrated on fixing the exploitable "magic money" economy. Here is a summary of the changes, in no particular order.
  • No money is created out of thin air.
  • Cities maintain two accounts, a government account and a citizens account.
  • City reports show more detailed bank activity on the two accounts.
  • Cities with banks still transmit their tax contributions up the capital city chain, just as before.
  • Cities no longer have a storage limit for money. Previously this was limited by the number of bank levels in the city.
  • Cronodollars are manufactured from metal, magmium or vulcium at machine shops. The processes that use each different metal increase the quantity of output instead of making different denominations of coins. That way the metals are increasingly more valuable but a coin is a coin. Bullion that is manufactured is added directly to the citizens account of the city. Income tax is not collected off bullion production, just as it is not collected off production of other commodities; it is collected off the salaries paid to manufacture those items.
  • Bids to purchase things can now be offered using any commodity, not just cronos. Cronos are the default commodity for exchange and they are always accepted, unlike other commodities that might be rejected for various reasons, such as storage limitations or local supply/demand.
  • Ships now maintain two accounts, the ship's fund as before and a government subsidy tax account. Subsidy tax is levied like sales tax from money collected for selling cargo and passenger transport fees using a subsidized ship. The subsidy tax accrues aboard the ship until you contact a city of your empire with a bank. Then the funds are automatically transferred to the city's government account.
  • Salary is paid for performing construction and manufacturing jobs as before, with a bit more detail. Manufacturing jobs are paid out of the citizens account. Construction jobs, except govt works projects, are paid out of the citizens account. Govt works projects are paid out of the government account. When insufficient funds are available, the debt accrues in your 'Rewards Owed' total, regardless of the job. Govt works projects are all roads, defense bases and capitol buildings.
  • Each passenger who departs a city takes 1000c with them to pay for the ride. The number of people that can leave is limited by the amount of money in the citizen account. When they arrive at their destination, they pay for the ride and any remaining funds are deposited in the citizen account of their new city.
  • The transport fee for hauling passengers was increased 3x what it was before. E.g. First-class passage to another solar system now pays 900c.
  • Architect commissions are paid out of the government account. If the account has insufficient funds, the architect gets shorted. The commission notice informs them of this.
  • Jobs requesting cargo or people to be brought to a city are paid out of the government account. If the account has insufficient funds, the player gets shorted. The completion notice informs them of this. These jobs calculate an affordable reward when they are posted. Insufficient funds can result from the dynamic processes of the game by the time the mission is completed.
  • RnD money is paid out of the government account to develop technology. The money returns to the citizen account in the form of salary, less any income taxes of course.
  • Cities no longer report a morale bonus or penalty because tax rates are too high or low. The penalty is more subtle now. The income tax rate now acts as a demotivator to performing work. The income tax rate is the % probability that a worker will decide not to apply any labor when given the opportunity to perform a manufacturing or construction job. This is exactly the effect of disloyalty, which compounds the demotivating force of taxation.
  • Sales tax is calculated based on a velocity of money equal to 75% per city report period. This means 75% of the cash in the citizen account is considered to be spent between the citizens of a city in one report period. Sales tax is levied on that amount of money. (I have already changed this so the velocity of money is 100% minus the sales tax rate but this change won't be posted until the next server update.)
  • Cities purchase cargo using money in the citizen account. Barter can also be used but you must propose the trade.
  • Money used to purchase cargo from a city is deposited into the citizen account, less local sales taxes. Sales tax is not collected from barter transactions.
City Price Memory
Cities now remember price offers for a while. This eliminates an exploit where all of a city's supplies could be bought at a low price, then sold back to them at a high price because now they don't have any.
Terrain Forage Rate Limited
Foraging is now subject to a time limiting factor. Foraging allows one or more different kinds of commodities to be collected by hand from each terrain tile/square. Each commodity in each terrain square can now be foraged only once in a while. Time must pass before the same commodity can be foraged from the same terrain tile again. This eliminates an exploit where an entire crate could be filled in seconds by clicking rapidly on a single rock, shrub or tree.
Forage Drop Item On Ground
Foraging used to fail when you had no room in your inventory to carry the item. Now the item is foraged and dropped to the ground if it won't fit in your inventory.
New Player Inventory
Sorry, no more uber Vulcium TL32 knives for new players. They are too powerful. Now a new player starts with a regular knife and a note with some tips on what to do. New players also start broke, instead of 10,000c of magic money.
Pirates Spawn Camp Private Ships
Pirates should no longer spawn camp private ships.
Pirates Attack When Victim Standing Down
Pirates should no longer attack their plunder target ship when it is standing down. Previously, they would go berserk if their ship was damaged and it didn't matter then if the victim stood down.
Officers Stand Down
The officer in charge of a non-pirate ship now has a chance of telling his crew to stand down for a while when damaged by a ship that is executing a Plunder order. This is true no matter who owns the plundering ship so it should now be possible for players to pirate AI controlled ships. This is also true if your own officer has the con when damaged by pirates trying to plunder your ship. Rank of the officer has an effect on their willingness to surrender.
On-Screen Font Settings
Settings window now has controls for selecting the fonts used for on-screen messages.
Motherships Nerfed
A ship that is carrying other spacecraft adds the mass of all subordinate spacecraft when calculating maneuver acceleration and turn performance. Other kinds of subordinate objects such as animals, people, cargo and vehicles do not affect the mass of the ship they are aboard.

When a ship enters a wormhole or its warp drive goes hot, objects riding on the outside of the ship that are not "inside" the ship are disconnected and break away, inheriting the last movement vector of the mothership. This means riders will hurtle toward the sun rather than being taken through a wormhole. A ship riding on another ship is considered "inside" only if the pivot point of the ship AND the center of the overall 3D model of the ship are both inside valid rooms of the mothership.

Objects riding on the outside of another ship are not detached due to acceleration or the transition from one solar system to another via direct deadhead flight.
Assign Govt Positions Broken
I think this is fixed. It passed my tests. Cry out if it's still broken.
Funds Transfer Receipt Bug
Funds transfers did not produce a receipt if the amount was less than 1000c. It was supposed to be preventing the transfer altogether. It is fixed. Now you cannot transfer less than 1000c per transaction.
Pirate Encounter Fleet Size
The size of fleets of pirate ships encountered should generally be 1/2 what it was before. This fleet size is based on the tech level of the ship that triggers the encounter.
Pirate Ship TL
Pirate ships that spawned at pirate stations were based on the TL of the station. Now the TL of pirate ships is based on the lower of the tech level of the pirate station or the ship that triggers the encounter. This will help when an agent travels to your system to help and accidentally triggers a TL30 pirate station to spawn without realizing it. :P

1/20/2012

What's new in this update? Server update only.
New Empire Invalid Name Bug
People were getting an error about an invalid name when trying to create a new empire, even though all names appeared valid. This is the primary reason for the server update today. This problem may still prevent people from creating a new empire in-game when they leave their current empire. It will be fixed in the next client update. There is a workaround. The / in the male/female office titles is being rejected. Use only a single title for each office. These can be changed for you later.
Buy Ship Internal Server Error
Someone reported getting an 'Internal server error' message when trying to buy a spacecraft. The most likely cause for the error was your dude not actually standing in a spacecraft factory when attempting to buy a spacecraft; perhaps you were aboard a ship. I have improved the error message but it won't change until the next client update.
Modules Installed Not Removed From City Inventory
Fixed a bug where cities were not removing a module from their inventory when it was installed on a spacecraft.
DNA Sample Collection Bug
Fixed a bug that prevented collecting DNA samples from crew, passengers and officers. The error said the citizen was protected by an environment suit when they did not appear to be.
Crew and Passengers Not Contagious To Each Other
The previous bug fix also fixed a previously unknown bug where crew and passengers were protected by their environment suits even when they were not wearing them. They will catch diseases from each other more easily now.
Ship Capture Sequence Too Much Spam
Ship capture sequence now only broadcasts a message every 10 seconds instead of every 5 seconds. You should get 3 "capturing" messages followed by a single "captured" message.
Log Message When DNA Sampled
The target now gets a log message when a sample of their DNA is collected and when their suit prevents someone from collecting a DNA sample from them.
Intercom Channel Broken
Fixed a bug that caused the sender of messages on the Intercom channel to not receive their own messages.
Server Handoff Starvation
I think I fixed the bug that caused people who were hungry to take starvation damage at every server handoff, such as when traveling to other systems via wormhole, warp drive, or deadhead. It also happened whenever the data was loaded from the database, such as server startup or load balancing. Testing is needed.

1/19/2012

What's new in this update?
Stuck In Place Lag Bug
This bug is fixed on the debug server farm where I found a way to consistently reproduce the problem. We'll see how this plays out on the main server farm. The fix requires everyone to download a new client program. Sorry, I do try to avoid the forced/mandatory downloads because everyone has to get the new version at once.
Planet Rotation Speed
Planets now rotate on their axis at different speeds. Previously, all planets rotated at the same speed, giving exactly the same length day everywhere. Habitable-zone planets and ringworlds still rotate at the "standard" speed of 28 revolutions per real-world day so this does not change anyone's homeworld.
Update: This has introduced an error in the weather movement calculation. It is too minor to build a new client update at this time.
System Survey Scan Wormholes
System survey scan report now lists wormholes. This is navigator station data and not sensor station data but it is preferable to have the entire system survey in one report instead of a different one from the navigator.
Q255 Items Decay
Previously, Q255 items never wore down from use or decay. This resulted in large clouds of debris in deep space that never went away.
Item Cleanup
Item cleanup logic is now more aggressive, particularly with items floating in space.

1/18/2012

What's new in this update? Building new client update now. It will be posted as soon as it's ready. It is required to benefit from these bug fixes. Previously only a server update was thought to be needed.
Nobody Can Build Anything
This is the primary reason for the server update today. A bug introduced in the update yesterday prevented anybody from building anything except a town square.
No Airport Beacons
The beacon into space with the city's name at the end stopped appearing. This was a symptom of the previous bug.
Server Crash
Trapped/fixed a server crash when an officer attempted to report bogus damage. Does anyone out there have ship damage with a bogus item in the repair list? If your program crashes when you look at the damage report list, then you do. The client-side crash will go away with the next update.


Update

Crash When Spotting Terrain
Client program crashes when using the ` or ~ key to spot buildings or other city development on terrain. This is an additional side-effect of the first bug on this list. It was fixed so if the first bug was ever to happen again it would not crash the client.

1/17/2012

What's new in this update? Today's client update is optional.
Characters Killed Permanently
Found/fixed a few odd circumstances that could result in a character getting deleted permanently from the database. This is never supposed to happen. One case was a character riding an animal who managed to get inside a fuel tank of a spacecraft. The animal was deleted without taking care to remove the rider, which would then delete the rider. Another case was a character aboard a "new" spacecraft that was not at a planet. The ship would get deleted without removing any characters aboard, causing them to get deleted too.
Arystes Rescued
The character 'Arystes' was rescued from a previous backup of the database and restored to the main database. Arystes was deleted from the database somehow.
Sell Design Disk Fails
Fixed bugs in the comm chat sequence when selling a ship design to a design studio. The accept message was showing a wierd ?Qual? value and resulted in a 'Bid no longer active' response.
Warp Drive TL
Design analysis now reports when a ship does not have enough capacitor to engage warp 1. Previously it showed warp 1 capability down to the last power plant unit but it didn't really work that way.
Message Range Indication
On-screen chat messages are now sized according to range. Smaller messages originated farther from you than larger messages. Message color dimming due to range is much more subtle now. Galaxy range messages are barely darker than close range messages.
Mystery City Fort Carson
Fort Carson was showing up on various reports of Tymas, though it did not seem to actually exist. It was in limbo; it's parent planet was gone from the Universe. Fort Carson and 8 other cities in limbo were deleted; it may take up to 24hrs to stop seeing them on reports.
Capture Pirate Ships Bug
Fixed a bug that caused pirate ships and stations to continue to be considered pirates even after being captured, until taken through a wormhole or until the server restarted. A cached bit of data was not getting updated properly when the ship ownership changed.
Warp Speed Sun Distance
Warp speed is now based on the distance from the photosphere of the sun, instead of the center of the sun. If you go warp speed directly toward any sun, your ship will now hit 0m/s right before it starts to take heat and radiation damage, if the warp drive sequence lasts all the way until you stop anyway; you coast after that.
Ship Speed On Warp Disengage
Ship speed is now limited when the warp drive finishes its cycle. At warp 1, the ship will drop to 10% light speed when the warp drive disengages, unless the ship is already going slower. The disengage speed at each higher warp factor is 10% faster. So, when the drive disengages from warp 9, the ship speed drops to 90% light speed, unless it was already going slower. This behavior requires the warp drive to complete its cycle normally. If you shut off the warp drive in mid-cycle, the ship will drop only to light-speed, as before.
Story Jobs Broken
Fixed a bug that caused story-based jobs to say the job was no longer available when a player tried to start the story.
Stuck in Place, Can't Move
Fixed a scene sync bug that may have been causing players to be stuck in place, unable to move. When this happens, chat seems to work fine. This has been an elusive bug and I'm not certain it is fixed. It hasn't cropped up on the debug farm since I made the fix and it was happening regularly there. I can claim bugs were fixed. The real effect on the lock-up problem remains to be seen. Update: Not fixed! This will get more attention tomorrow.
Auction Message Text
Fixed a formatting bug that messed up the text of Auction chat messages.
Job Text
Fixed formatting of some job offers, particularly the manufacturing halted messages.
DNA Sample Kit
Added a new item, the DNA Sample Kit. Use it on a creature or an item that has DNA to get a sample.

1/11/2012

What's new in this update? Today's client update is optional.
Orbit Sun
Fixed AI navigator and pilot errors when ordered to orbit a sun.
Orbit Sun At Coordinates
Improved mission order to orbit at coordinates. It now supports suns. Previously, suns could not be selected for this order.
Helm Sun-Relativity
Added a helm relativity mode to show information relative to the sun. The altitude is shown in meters above the photosphere of the sun. This creates an interesting and logical perspective, where the sun is down instead of up. Since AI pilots use auto-mode at the helm, you'll notice a change to the orientation of the ship when flying through a system.
Bounties Overrun Bio
Bio window now shows only your top ten bounties, ranked most to least. This is followed by a one-line summary of any remaining bounties. This is the same format used when bounties are listed on tooltips.
Officer Take The Con
Officers now take the con when aboard their assigned ship if it has no human officers on the roster and no other AI has the con. This catches the case where a person leaves the roster of a ship and forgets to tell the officer to take the con. Now they will do it on their own.
Job Offers Range Filter
Job Offers window now has a sector range control for selecting the maximum range job offers to show. This is limited to 10 sectors.
Job Offers Window Locks UI Thread
Job Offers window no longer locks up the UI thread when it receives a burst of job offers.
Job Offers Range Sort
Fixed sorting of the sector range column on the Job Offers window. Sorting by range is now the default and the server sends jobs to the client sorted by range, so you should get the near jobs before the far jobs.
Job Offers Type Column
Job Offers window now has a separate type column to show the icon. This way they can be sorted by type.
Job Offers Type Filter
Job Offers window now has a row of buttons across the top to filter job visibility by type.
Minimum Bounty Amount
Posting a bounty now requires a minimum of 10,000c.
Job Types Activated
More different job types have been completed. There are still more to go.
Character Jobs Data Cleared
All currently active jobs data was cleared from characters. This was necessary due to a data change.
Locator Longitude Latitude of Sun
Locator window now shows your longitude and latitude relative to the sun, when you are not at a planet.

1/5/2012

What's new in this update?
Comm Rewrite
A lot of code was rewritten that deals with comm messages. This was unfortunately one of those really huge pieces of work that won't be very noticeable except where I broke it. This was one of the oldest pieces of code in the program. It started ugly and grew hair and teeth over time, really nasty. The results won't be very apparent: reduced bandwidth usage, reduced processing time to deal with stupid data, improved readiness for foreign language translation, improved ability to add more types of messages without the previous brain damage.
Warp Factor Tech Level
Tech level of warp drive affects maximum warp capability. Warp 9 is now only possible with a TL32 warp drive module. The maximum warp factor is one less for each TL below that.
Warp Drive Tech Level
The tech level at which warp drives first become available was reduced. This required a change to the base tech level of Antiflux Particles and Bolite, so you can make particle harvesters at lower tech.
Jobs Window (F9)
Added a bunch of new job types to help players find something to do. Look at the Jobs (F9) window, formerly the Story window. Jobs are created by events in the game that attract attention. The number of jobs on the list could be overwhelming, especially in a big empire. This has only been tested on the debug server farm, which is very small. This is an evolving new feature and it will get lots more attention and tuning.
Posting Bounties
Bounties can now be posted on players and ships, collected upon their destruction. Bounties can also be placed on cities, collected when the town square is captured. The money is taken immediately from your personal account and attached to the victim when the bounty is posted; it won't work and the money will be lost if they are in a wormhole or respawning when you post the bounty.

Bounties can be posted on the sender of any comm message using a new button on the Comm window. The Log channel has a variation of this to post a bounty on the last spotted person, ship or city. There is no way to remove a bounty except by accomplishing a bounty hunter job.

Each bounty indicates who placed it and the amount. Multiple bounties can be placed on a single victim. Personal bounties are listed on the Bio (F8) window. Ship bounties are listed on the Governance (F12) window, Spacecraft tab. City bounties are listed in the city report.

Bounty hunter missions show up on the jobs window. You will not collect any posted bounty unless you are actively pursuing a bounty hunter job with that victim as the target. Killing someone with a bounty has no effect on the bounty unless you are a bounty hunter.
Orbit Ring Bug
Fixed a bug where the AI did not mark the mission order complete when they arrived at a ring they were ordered to orbit.
Positive Transfer of Control
"You have the con." Officers no longer assume they are in command of the ship based on where people are sitting. You must specifically place them in command or relieve them of command. Two new buttons have been added to the Unit Orders window for this purpose. The officer with the con will have the word 'Commanding' in their current activity, shown on the Unit Orders window. Officers no longer have to be seated to command a ship.

An officer who takes a berth aboard a ship will take the con if there are no human officers on the roster. An officer given a garrison order will take the con under the same conditions.

Take The Con (Ctrl+Z) orders the selected officer to take the con. That officer will then carry out mission orders and sequence through the mission as orders are completed. Multiple officers can be given the con but only one of them is in command at any given time.

Release The Con (Ctrl+X) orders the selected officer to release the con. That officer will no longer carry out any mission orders, even the current mission order. That officer will not sequence through mission orders when they are completed.
Comm Channel Improvements
Comm channels, particularly those opened by fleet spacecraft, now handle their appropriate 'scope' correctly. That means other people cannot eavesdrop on fleet ship channels unless they are authorized to receive on that channel. Previously, you just had to open a channel with the same name as a ship and you would receive all fleet communications to/from it, no matter who's empire it was in, because the channel was simply an open public channel.

The range icon on comm messages is now an indicator of actual range to the sender. Previously, this showed the range at which the message was transmitted. Your own messages will always show up as Close range now, no matter what range you sent them at.
On Screen Message Colors
On screen messages are now colored according to channel recipient criteria (scope). The intensity gets dimmer as actual sender distance gets farther.

There are two exceptions: Log messages are always bright green. Spot messages are colored according to your empire's political stance toward the target.
Design Studio Lists Designs When I Want Blank Disks
Design studio no longer lists all the spacecraft designs they have for sale when you ask them for blank disks.
SQL Name Bug
Fixed a bug that caused backslashes \ in names to be doubled every time they were written to the SQL database and then read back again. This eventually caused various server lockups as a city name that started as \ grew to be more than 250Mb in size.
Ship Part Removal From Outside
Parts can no longer be removed from the outside of a spacecraft unless it is rigged for repairs. This was exploited heavily to defeat pirate stations. This may apply to part installation too, but I don't remember off hand.
Upgrade CnC Reports Wrong TL
The wrong tech level requirement was reported when requesting an upgrade that required a higher tech level Command and Control module.
Ship Part Removal in Design Studio
Parts can no longer be removed from the spacecraft in the design studio.
Warp Drives Need Beans to Repair
Fixed a bug that caused warp drives to require beans to be repaired.
Ship Damage Erased
Due to a data change all damage to all ships was erased as of this server restart.
Personal Conditions Erased
Due to a data change all conditions on creatures such as diseases and poison were erased as of this server restart.
Scan Antiflux Particles
Scanners and scan reports will now show antiflux particles.
Oscilloscope Io Tubes
Oscilloscope did not remove Io Tubes. I think this was fixed. Somebody let me know if it's still broken.
Console Disable Exploit
Removing parts from a console would eventually disable all consoles on a ship. This exploit was used to take over many pirate stations.

Now parts are only removed from the particular subsystem you are targetting. Previously, subsystem was not a factor. This change also affects manual repairs, which removes some convenience there. You will now have to go to the specific damaged console to repair it, rather than fixing all broken consoles at the same station. This also affects other systems that are divided into subsystems, such as transporters and weapon bays.
Sector Range 3x3x3 Sectors
Sector range now reaches all 27 sectors in the 3x3x3 box of sectors centered on your location. Previously, sector range only reached your current sector, which was usually useless.
Repair Using Inventory Parts
Repairing a ship now takes parts from your inventory if they are not found in the cargo hold. The hold is checked first. If no part is found, your personal inventory is checked, including inside containers. Now you can remove and replace parts without having to put them into the cargo hold first, which was illogical. When you remove a part, you can put it right back, which makes a lot more sense.
Mission Message Cut Short
Large missions can now be sent via comm message without being cut short. This is a side effect of the comm message code rewrite.

FYI, if someone sends you a New Mission message, you can Accept the message to make that the current mission of your ship. Your previous mission is replaced by the one attached to the comm message. This works for mission orders and mission settings messages too. This is not new behavior. I'm just pointing it out since I'm on the topic.
Server Status
Server status web page now shows processor core counts reported by worker servers. This is preparation for bringing the new servers on line, which have an impressive number of cores. The new servers are sitting here staring at me, waiting patiently for me to finish this software update.

12/17/2011

What's new in this update? Today's client update is optional. Sitting at a helm or engineering console will crash your client until you do get this update.
Warp Drive
Warp drive FTL module now works as intended, instead of acting like a wormhole drive FTL module. Here are some details:
  • Warp drives can be set to warp factors 1 through 9. Each warp factor is 10x light speed. Higher warp factors use more power from the capacitor to engage.
  • Warp drive is engaged at the currently selected warp factor. The warp factor cannot be changed once the drive is engaged, just as the polarity of the wormhole drive cannot be changed once the drive is engaged.
  • When engaged, the warp drive goes through a 6 second warm up phase, then provides warp drive FTL speed for 50 seconds, then goes through a 6 second cool down phase. The cycle exactly matches that of the wormhole drive.
  • The energy consumed at warp factor 1 is the same as the energy consumed by engaging a wormhole drive. That way a ship's FTL drives and capacitor are adequate no matter what FTL drive module is installed later.
  • When operating the warp drive yourself, a good rule of thumb for warp factor is the distance in parsecs rounded up. That way the amount of time the warp drive is operating is just about enough to get you to the destination. This is because light speed is 10 minutes per parsec. Warp factor 1 is 10x light speed, which means you travel one parsec per minute. The hot portion of the drive cycle lasts for almost a full minute (50 sec.). Therefore, the ship travels almost one parsec for each warp factor. You can of course choose any warp factor you like. Warp 9 to go 1.5p is a little much because you'll have to circle around the destination system for a while after you get there, waiting for the warp drive to finish its cycle.
  • Warp speed is directly proportional to the distance to the nearest star, up to the maximum established by the warp factor when the drive is engaged. There is no acceleration or deceleration. Speed changes are instantaneous. Observe the result of engaging the warp drive in deep space or the result of flying directly into the sun with the warp drive engaged.
  • Warp speed near the sun does not vary with warp factor; warp factor only affects the maximum speed achieved by a ship. Two ships that are the same distance from the sun at different warp factors will travel exactly the same speed. At some distance from the sun, one of the ships will stop going faster. The other ship will stop going faster when it is far enough away to reach it's maximum warp speed. Warp 1 full speed is achieved at 1/5 parsec from the center of the nearest sun, which is right at the margin of deep space.
  • Helm station shows a warp factor indicator when the warp drive is hot.
  • Engineer will operate the warp drive at an appropriate warp factor when the destination is farther than .9 parsecs away. Issue a Travel Direct order and the crew will do the rest, it doesn't matter how many parsecs away it is. The engineer will engage the warp drive repeatedly if necessary to get there.
  • Engineer will operate the warp drive to follow another vessel. If the ship being followed engages its warp drive, the engineer will set the warp factor of his own ship to match that of the ship being followed and engage his own warp drive.
  • Design analysis shows the maximum warp factor achievable based on max capacitor power.
  • A visual effect is intended when the warp drive engages. I didn't get it done in time for this update.
FTL Drive TL Effect
Tech level previously had no effect on FTL drives once it was high enough to manufacture the FTL drive. Now the tech level reduces the power consumed by engaging the FTL drive.
Pilot Skill At Extreme Speed
AI pilot skill was improved to deal with flying at extremely high speed to a star or planet destination. Previously they just headed straight in and held the brakes, like a newbie driver in a traffic accident.
Orbit Star Mission Order
The Orbit mission order now lists stars.
Engineer Call Out
Engineer now calls out when engaging the FTL drive, whether it is a wormhole drive or a warp drive.

12/15/2011

What's new in this update? Today's client update is optional.
Cargo Transfer Window Crash
Fixed a bug that caused the cargo transfer window to crash if you changed ships while it was open.
Attack, Follow, Plunder - Ship Jockey's Around Too Much
Pilot no longer maneuvers the ship around so much trying to get to that one perfect spot once the ship is in range of the target.
Attack, Follow, Plunder - Orient Ship Toward Target
Pilot now orients the ship pointing toward the target in space after coming to a stop.
Park At Station
Pilot now orients the ship port side toward the station, when a station is the destination of the current mission order.
Officer Posture Default Defend Area
Officer posture default is now Defend Area. This allows them to attack enemy units in range but prevents them from wandering off after prey. Change their posture to Offensive or Berserk to do that.
Web Site Key Commands Page
Updated
Server Crash When Ship Ordered To Plunder Vehicle
Fixed a server crash when a ship was ordered to plunder any non-spacecraft unit.
Sensor Contact Description
Sensor operator now calls out slightly more information about the contact when there is only one sensor contact.
Mission Orders Sector Coords
Mission orders that list sectors now show the coordinates of those sectors.
Officer Say Posture
Officers now say their posture when answering hails.
Hacked .ship Files Accepted As Valid
Client and server both perform a much more thorough check of designs that are loaded from .ship files. Invalid data is discarded.
Crew Won't Follow Through A Wormhole
Crew will now follow another ship through a wormhole.
Crew Won't Follow Deadhead To Another System
Navigator will now make an educated guess which solar system to go to when the follow target disappears in deep space. This guess is based on the current heading of the ship at the time the follow target is lost.
Chat Message Left On Screen At 00:00Z
Fixed a clock sync bug on the client that might have caused this and other odd side effects right at the midnight rollover, in Zulu time, depending on how far off your system clock is from the server clock.
Pilot Stuck Flying Around Planet
Fixed a bug that caused the pilot to get stuck when trying to fly to a location exactly on the opposite side of the planet. The pilot got confused about the proper direction and sat there rotating in place until some stroke of luck broke him free.
Crash Placing Buildings In Design Studio
Fixed a crash that happened when a design studio was entered while a building draw command was active. Now the Construction window closes when you enter a design studio, which also kills the current running build command.
Crew Can't Orbit Rings
Mission orders now list rings as targets for Orbit and Orbit At Coordinates orders. The pilot knows how to handle this now. The pilot always flies to the plane of the ring so only the longitude of the Orbit At Coordinates order is relevant.
Nav Console Show Position In Sector View
Nav console now shows your ship's relative position in sector display mode. Previously, your ship blip blinked at the star of the solar system you were in. Now you can see your position in between stars when deadheading.

12/12/2011

What's new in this update? Server update only. There are not many changes this time because the entire past week was spent moving to a new office space.
Wormhole Inconsistencies Develop Over Time
Redesigned some wormhole code that caused inconsistencies to appear over time. Those inconsistencies should no longer be possible. This problem resulted in missing wormholes where they should exist, one-way wormholes with no emergent wormhole, and wormholes forgetting who had explored them.
Comprehensive Repair of Wormholes
Master server now performs a comprehensive repair on the entire wormhole network at startup. Due to the previous change, this should only be required once. It takes a very long time and the repair is still in process as I write this. It will run again at the next few startups to insure the wormhole data remains clean. Unfortunately, the server status shows Down during this process, though it is working quite hard at the moment.
Wormhole Fixup Code Removed
Removed some fixup code from the worker servers that was acting as a temporary bandaid to some wormhole problems until I could take time to fix them properly. Now they're fixed so the bandaid is removed. This is significant because this piece of fixup code was the cause of a huge lag spike whenever a worker server received an assignment of one or more solar systems. This is probably the most common big lag spike that people experience. The next most common sources of lag will be rooted out and removed in turn.
SQL Server Crash
Fixed a bug when updating certain database records that was causing occasional large bursts of output into the SQL server log. This usually also resulted in failure of the update. This bug caused the server grid crash on Sunday; the SQL log file used up all the remaining disk space. Catastrophic failure resulted when the SQL server ran out of disk space.

12/05/2011

What's new in this update? Server update only.
Fleet Through Wormhole Bug
Fixed a critical bug that was causing ships to emerge from wormholes inside of other ships. This was the cause for several server restarts today. Sorry for the interruptions but this one needed urgent attention.
Do Not Auto-Open Friend Channel
Friend channel no longer opens automatically when messages arrive. If you do not have the Friend channel open you will not receive spam from friendly cities and spacecraft begging for help.
Mission Order Disks Break Sea Chest
The character Torikhtil and possibly others were unable to login after placing a large number of mission disks into a sea chest. I believe this bug was fixed. Please try to login with that character again.
Officer Doesn't Answer Fleet Channel Right Away
An officer transferred to a new ship was taking up to 15 minutes to answer the first hails on the Fleet channel. The ship now begins monitoring the Fleet channel right away when an officer is assigned to it.
Help Channel Bug
Due to a bug, messages sent on the Help channel were received by all players whether or not they had the Help channel open. Now you must have the Help channel open to receive messages on that channel.
Officer Posture Behavior
Officer in charge of a spacecraft was not observing posture correctly. Here is a summary of their behavior now.
  • Berserk - Pursues and attacks enemy units detected on sensors. Stops pursuit on red alert.
  • Offensive - Pursues and attacks enemy units detected on sensors. Stops pursuit on red or yellow alert.
  • Defend Area - Attacks enemy units in range. Does not pursue.
  • Defend Self - Attacks enemy units in range that have attacked the ship. Does not pursue.
  • Hold Fire - Does not attack. Does not pursue.

12/02/2011

What's new in this update? Server update only.
Deadhead Bug
Fixed a critical bug introduced yesterday that would prevent any ship from moving in deep space. Any movement into or through deep space would reposition the ship near the sun as if it just emerged from a wormhole on it's current vector. FYI Ainbheartach and Ikkir, this was the cause of the curious server log messages I mentioned last night.

12/01/2011

What's new in this update? Today's client update is optional.
Update

Pirate Group Size Reduced
Pirate encounter group size is reduced. At TL32, the largest pack should now be 8. Previously the largest pack size was 11 at TL32.
Pirate Encounter Frequency Reduced
The frequency at which pirate stations and pirate ships spawn was significantly reduced. This is a tuning process. The pirates were not intended to be such a problem, just a nuisance.
Pirate Station Spawn Alone
Pirate stations now spawn alone. Pirate ships spawn on their own random interval at the station after that. Previously, a pirate ship encounter was always generated at a pirate station when it spawned.
Officer Posture Bug
Officer was attacking enemy units in all postures except berserk as if posture was offensive. Defend area posture now treated like offensive posture with respect to hunting enemy spacecraft, as described below.
Pirate Officer Posture
Pirate officers now manage the posture of their crew to prevent hunting when hunting is not wanted.
Ship Name Cache Bug
Ship name with empire had a bug when the name of the ship was changed via the christen command or christen mission order. Ship name still reported as old name for a while.
Wormhole Emergence Bug
Fixed a bug that caused the ship Colonyship Kelly to be stuck in the middle of a sun.


Comm Channel Tabs
Channel tabs on the Comm (F3) window are now arranged in a column at the left rather than a row across the top. This is much more compact and it enables more channel names to be seen at once. The tabs can be rearranged by dragging. A tab can be closed by clicking in the left end of the tab.

If you prefer the tabs the old way, change the setting 'Settings/CommTabStyle' to 1; the default is 0. I haven't made a nice UI to change this setting because I don't think anyone will want it back the old way. However, I told someone on line that I would make a setting for this so here it is.
  • Windows settings are in the registry at HKEY_CURRENT_USER/Software/Software Engineering/Shores of Hazeron/.
  • Linux settings are in the file ~/.config/Software Engineering/Shores of Hazeron.conf.
Officer Death Report Error
Fixed this: Atiktiz got me using a Unknown:65517 TL11. Suffocation knocked me out; I am slipping away.
Spacecraft Identification
Spacecraft now uniformly identify themselves and other spacecraft as 'empire' 'hull structure' 'name'. e.g. Imperium Starship Atlatl, Clan O'Connor Spaceport Iola na Mara, or Federation Starship Enterprise. This change was due to certain radio calls reporting enemy units where you could not tell whether the enemy was a city or a spacecraft.
Spacecraft Emerge From Wormholes In Clumps
Fixed a bug that allowed spacecraft to emerge from wormholes inside of the hulls of other spacecraft.
Spacecraft Emerge From Wormholes Too Close To Suns And Planets
Expanded the safety zone around planets and suns for spacecraft emerging from wormholes. You can still exit a wormhole heading straight for a sun or planet but the margin should make it easy to avoid a collision. Previously, the margin was a bit tight.
Damage Report Error
Fixed this: Hit by Yaquoecmi! Received 4484 hits of Heat damage. 517 hits of Heat damage and 0 hits of No damage absorbed. Heat caused critical Hold failure.
Ladders Intersect Walls
Ladders hanging from hatches rotated to 45, 135, 225, or 315 degrees could fall exactly on a wall, causing an unpleasant polygon collision. This is fixed but you must delete your spacecraft model cache to update any spacecraft models that have this problem. It is only visual and has no effect on game play.
Pirates Have Carnal Knowledge
Pirates cannot know if my FTL drive is on or if my sensors are locked-on. They no longer demand that you shut down your FTL drive or unlock your sensors when ordering you to stand down.
Ship Stops Enroute For No Apparent Reason
Spacecraft piloted by AI sometimes stop dead in space, unable to move until someone monkeys with the controls. This happened if the AI pilot was holding the brakes just before 0:00Z. A clock rollover bug caused the brakes to remain on indefinitely, until some person pushed and released the brakes.
SOS Under Attack - Say Attacker Empire
SOS messages by spacecraft under attack will now state the empire of the attacker.
Christen Ship Order
A mission order was added to christen the ship.
Officer Attacks Based On Posture
Officer in command of a spacecraft now attacks enemy units detected on sensors based on posture.
  • Officers will go after enemy spacecraft they detect when their posture is Berserk and their ship's condition is not red.
  • Officers will go after enemy spacecraft they detect when their posture is Offensive or Defend Area and their ship's condition is green.
  • Officers will NOT go after enemy spacecraft they detect when their current mission is inactive.
  • Officers will NOT go after enemy spacecraft they detect when executing any of these orders, regardless of their posture or ship condition: Attack*, Board, Buy, Christen, Damage Report, Debark, Harvest Commodity Selection, Plunder, Posture, Repair, Scan Reports, Scuttle, Sell, and Stand Down. *Attack order specifies a target so it is not interrupted by going after a different enemy spacecraft.
  • This attack is performed by inserting a do-once attack order into the current mission, targetted on the enemy spacecraft that was detected.

11/23/2011

What's new in this update? Today's client update is optional.
Mission Window Update
Fixed a bug that caused the mission window to fail to update in response to mission changes that did not change the current mission order.
Client Disconnect When Wormholing
Fixed a problem that caused the client program to disconnect sometimes during a wormhole or spawn transition. The client then went away. This was often reported as a crash though technically it was not. :P
Berth Tech Level Rollover Bug
Fixed a bug that caused the tech level of a design to roll over to 1 if lots of berths were placed aboard it.
Design Mass Rollover Bug
Fixed a bug that caused the tech level of a design to roll over to 1 if the mass was big enough.
Station, Fleet and City Hail Identify Empire
Hails from fleet vessels, stations, and cities will now identify their empire.
Pirate Say What Is Required
Pirates will now say what is required for you to stand down. Previously, you had to figure out what it was they weren't happy with before being destroyed.
Client Thread Contention Issues
Fixed a number of causes for thread collisions on the client. Not deadlocks, just contention for resources. This often manifested as long locked render scenes waiting for a background thread to finish making a ship model. In my testing, I ported one-by-one to every player online (40 at the time) and nobody's scene took more than 30 sec. before I could move, most were about 15 sec. This includes going to Ikkir who always has huge ships in the area and used to take my computer somewhere between 1/2 hour and an hour before I could move.
Thread Activity Indicator
An indicator now appears at the top-right of your screen when background threads are busily doing something, such as making a terrain model or a spacecraft model. You should see this indicator when you also see ships rendered as boxes or just deck plans or nothing at all. That's when the background thread has not finished making that particular ship model.
Login Connect Timing
Fixed some timing issues when connecting to scene servers, like when first logging in or going through a wormhole. You will notice considerably faster hook-up times.
Pirate Station and Ship Spawn Frequency
Reduced the frequency at which pirate stations and pirate ship encounters occur. They seemed to be spawning a bit too often.
Cache More Data
Cached a big chunk of data that was sent to the client whenever they logged in. This reduces login times quite a bit. This will not have much effect until the second time you login using this client update.

The net effect of several of these changes has significantly reduced login and wormhole transition times. When I login now, the shooting stars never even reach the edges of the screen before I'm hooked up, then it's about 15 to 25 seconds before I can move.

11/22/2011

What's new in this update?
Wormhole Crash Bug
Fixed a crash when trying to render an object before it was ready to be rendered. Went through 30+ consecutive wormholes without a crash when testing. Beamed down. Entered a design studio and crashed.
Design Studio Enter or Design Load Crash
Fixed a crash that happened if you were looking at the design in the design studio when it first arrived, before a cache of data was ready to be queried.
Design Studio Exit Crash
Fixed a crash when exiting the design studio and trying to render an object that was not ready to be rendered.
Scene Change Crash Bug
Fixed a crash when a scene object needed to know something about the environment but wasn't ready.
Color Code By Stance
Mission order windows that list units with political stances now color the stances so they stand out.
Shuttle Roster Shows Nothing
A spacecraft with no bunks at all has a single Captain slot to enable someone to become the captain. When the captain slot was taken, the roster list was empty. This is fixed. Now it will say 'Captain, No Bunk' in the Berth column.
Fire Control Station Target Hit Points
Fire control station now shows the hit points of the selected target.

11/21/2011

What's new in this update? Server update only.
Critical Hits To Ships
Critical hit damage is now distributed to internal systems of a ship according to the current health of the hull; the remainder is distributed to the hull. For example, if your hull is 10% damaged and you get a critical hit for 2000 hits of damage, 200 points (10%) are applied to internal systems and the remaining 1800 points are applied to the hull. Previously, 100% of critical hit damage was applied to internal systems. Now internal systems become more vulnerable as the hull is worn down. This should tone down the sudden deaths due to critical hits.
Emerge From Wormhole Into Star, Planet or Ship
Ships should no longer emerge from wormholes inside of stars, planets or other ships. The ship will instead continue moving safely outward from the wormhole until it is clear of those things. That is where you will emerge. This hasn't been tested thoroughly. Give it a try.
Huge Crazy City Abandonment Penalty Numbers
Trapped but not fixed. Am looking for the root cause.
Pirate Ship Tech Level
Tech level of pirate ships is now based on the tech level of the station that spawns them. Previously the tech level of pirate ships was random.
Pirate Ship Size
Pirate ship size and victim ship size are no longer factors when generating a pirate ship encounter.
E to Berth From Deck Above
Fixed a bug that allowed you to E into your berth regardless of the deck you were on, as long as you were above or below it. This kept me from getting into the capt chair on a particular design. Kept yanking me down into my cabin below.
Vulcium Armor Durability Less Than Magmium
Fixed a byte rollover error. Reviewed and adjusted the durability of all personal body armor. Some went up and some went down.
Crew Would Not Deadhead
Crew would not dead head to an unexplored system. Officer was in charge and people were aboard online. Crew would proceed if a person sat in a capt chair, then they would stop if the person stood up. Fixed.
Patrol Planets in Ringworld System Sundives
This should be fixed. Will test when servers finish coming up.
Ship Spawn Replaced A Player's Ship
Ship spawned on a slab and replaced an existing ship that was not "new". Fixed.
Super TL Pirate Items
Pirate items were created with insane tech levels, in the range of 128 to 256. That bug was fixed but some of those "special" items were left behind. All items with a tech level beyond 32 should now be reset to tech level 0.
Items, People and Animals Hit By Bay Weapons
Bay weapons on ships and at bases should not hit items or creatures any more. Previous attempt at fixing this failed. Nothing can go wrong now. ;)
Game Table Games Get Stuck
Game table games were getting stuck running at a game table when there were no people at the table. There appeared to be no way to fix the problem. The table was just broken. That should be fixed now. I believe one possible cause is going through a wormhole while playing a game at a table; that does not work.
Construction Won't Use TL32 Q255 Vulcium
Fixed.

11/19/2011

What's new in this update? Server update only.

Pirate Equipment Tech Level
Oops. Pirate personal equipment was getting a very high tech level, in the range of 127 to 255.
Pirate Bases
Pirates now operate from a base.
  • Pirate bases spawn very slowly. If you take out the base, a new one should not spawn for a day or more, though it is possible it could be just a few hours. This may require tuning.
  • Pirate ships spawn at pirate bases fairly often. They return to their bases for repairs. They get repairs from their base with "free parts" but they must endure the same time delay in dry dock as your ship. Then they proceed to harass anyone they detect.
  • Pirate bases spawn one-by-one, not in groups. They accumulate over time if ignored.
  • The number of pirate bases that can spawn in a system is based on your tech level.
  • Pirate bases are spawned using spaceport and starbase designs that have been published, with exceptions. The station that spawns will be at least half your tech level and no more than 2 above your tech level, if there are any stations that fit into that range. If not, you won't get any at all.
Server Crash
Fixed a server crash when analyzing the paths in a certain ship design, possibly in a design studio.
Pirate Pack Size
Pirates spawn in a group that is now a random number instead of the same number every time. The number is based on your tech level and it can be more now than previously. Those groups seemed a little too easy. It really should get very hard at the highest tech levels because who else is there to oppose you?

11/18/2011

What's new in this update? Server update only.

Update
These updates are the result of ongoing changes to the running server grid.
Ship Armor Bug
A bug was causing huge hit values on spacecraft, often resulting in one-hit kills.
Pirate Plunder Range
Pirates were stopping at their maximum transporter range to plunder your ship. They would threaten a lot on the hail channel but they weren't very dangerous at that range.
Crash Entering Vehicle
Fixed a bug introduced today that caused a crash whenever you got into a vehicle.


Armor Tweaks
Reduced the absorption values of all body armor to work better with recent changes to how armor is treated. Finished up armor tally and damage code for all types of units, i.e. citizens, vehicles, people, spacecraft.
Bay and Base Weapons Hit Items
Bay weapons on spacecraft and base weapons at cities should no longer hit small items, like guns and meat. Will test when servers come up.
Vehicle Capture Stat
Vehicle capture stat was incorrectly counting captured vehicles. That should be fixed now. I did not zero the current counts.
Pirate Encounter Frequency
Reduced the frequency at which pirate encounters will occur.
Pirate Ships Suck
Improved selection of spacecraft designs for pirates. They can still suck but now they'll at least go 100m/s/s and have weapons, among other criteria.
Pirates Are Terminators
Pirates will no longer pursue you through wormholes or into the atmosphere of any planet, this includes the atmosphere zone of airless planets, that area where you are 'at' the planet and fall to the ground due to gravity.
Pirates Spam Comm Channels
Pirates no longer send any communications on the comm, except the commands to stand down and hold still while plundering a ship. Even if you call them friend, you should not hear any SOS calls or the like.
Pirate Empires
There is now a larger list of pirate empires, as had been my original intent. Due to server crashes, things got done a bit out of sequence. Incidentally, the pirate empire names were taken from the list of opponents in Gravity Well V, which bears some kinship to this game.

Clan O'Connor and Kingdom of Assid are no longer pirate empires. They were just filling-in until I had time to set up the pirate empires properly. Please change your stance toward them to neutral so Ainbheartach isn't everyone's enemy; he is an agent.
AI Survives Ship Explosion
AI dudes started surviving the destruction of their ship due to the armor changes. They should now be killed, or at least unconscious, after the ship is destroyed. Because of that I have received some officer contacts from EVA locations. These guys should go away by themselves eventually.

11/16/2011

What's new in this update? Server update only.

Combat Armor Changes
Made significant changes to the way armor is treated. This bullet list is a generalization of the method. Specific examples follow showing how this is applied to people and spacecraft.
  • Armor absorption factors (123n45e) indicate the amounts of kinetic and energy damage absorbed from every attack. When damage is inflicted on an armored unit, the armor absorbs that amount of the damage inflicted with no further effect whatsoever. The 'absorbed' damage does not erode your hull or armor at all; it is completely absorbed. For example, a high armor absorption value on a tank prevents damage from small arms fire.
  • Non-critical hits of damage that are not absorbed by the armor will cause damage to the armor. Generally, armor is eroded one hit point for every 10 hit points of damage sustained. When the armor is vulnerable to the weapon effect, the armor is eroded one point for every 2 hit points of damage sustained.
  • Critical hits of damage that are not absorbed by the armor do not cause damage to the armor and they do not get reduced by the armor. They go directly to the protected unit instead.
  • Remaining hits of damage are applied to the underlying unit.
Human Example: Your armor rating is 25n12e and it has 4 hits of health.
  1. You are hit by a pistol bullet that inflicts 45 hits of kinetic damage. The armor absorbs 25 points. The remaining 15 points cause 2 hits of damage to the armor. The armor now has 2 hits left. Your body takes no damage.
  2. You are hit by a rifle bullet that inflicts 60 hits of kinetic damage. The armor absorbs 25 points. The remaining 35 points cause 2 hits of damage to the armor because it only has 2 left and it can only sustain 20 hit points of damage; the armor is destroyed. The remaining 15 points are applied to your body.
  3. You don fresh body armor so your armor rating is back to being 25n12e.
  4. You are critically hit by a pistol bullet that inflicts 50 hits of kinetic damage. The armor absorbs 25 points. The remaining 25 points are applied to your body, bypassing the armor due to the critical hit.
Spacecraft Example: Your spacecraft armor rating is 125n3000e (100e due to the hull itself).
  1. Your ship is hit by a turret that inflicts 245 hits of energy damage. The armor absorbs 245 points. Shield energy is reduced by 145 so your armor rating becomes 125n2855. Your ship takes no damage.
  2. Your ship is critically hit by a bay weapon that inflicts 3000 hits of energy damage. The armor absorbs 2855 points. Shield energy is reduced by 2755 so your armor rating becomes 125n100e; hull is still 100e. The remaining 245 hits cause 25 units of damage to internal systems of the ship, because it is a critical hit.
  3. Your ship is hit by a bay weapon that inflicts 3500 hits of energy damage. The armor absorbs 100 points. The remaining 3400 hits cause 340 units of damage to the hull. Each damage unit fries one commodity so, for example, 100 units could fry 60 metal and 40 plastic.
Ships Announce Enemy Contact
Ships will now call out on the Friend channel when they detect enemy units on their sensors. They try not to do this too often.
Patrol Orders Attack
An officer that is executing a patrol order on a ship will now pursue and attack enemy units that are detected on sensors. Previously they would only take pot-shots at the enemy if they happened to get within range, but they did not alter their course. The officer does this by inserting a do-once attack order into his current mission when an enemy spacecraft is detected on sensors during a patrol.
AI Fires Bases At Full Power
AI now fires bay weapons in bases at 100% power. Previously, they fired these at 50% power.
AI Won't Fire At Minimum Power
AI aboard a spacecraft will no longer fire bay weapons at minimum power. Usually the AI does not change the power setting of the fire control stations, leaving it up to you to adjust them. Now the AI will change the setting to 100% power if it is set at the minimum setting, which unfortunately was the default. The effect of this change is that AI bay weapon operators will now fire at 100% power unless told otherwise where previously they were starting out at the lowest setting.
Space Pirates
The onslaught begins. I don't want to give away too much. Rest assured it will be considerably more difficult for two guyes to maintain a set-and-forget empire with hundreds of officers. This should raise the entropy level of the universe significantly.
Combat Spam
You will no longer get streaming messages describing every detail of every blow in battle. They were a source of extreme lag and turned out not to really be needed.
Server Crash
Fixed a bug that suddenly cropped up and crashed all the servers in the farm. This was the main reason for the server update today. I wasn't actually done testing my changes. Cross your fingers.
Colonist Suicide
An abandoned city in a harsh environment was able to live forever if it was self-sufficient and did not have an airport. No matter how low the morale got due to abandonment, nobody could leave. This thwarts decay code that is supposed to get rid of abandoned cities. Now those citizens will start committing suicide when they are trapped and can't leave.
Plunder Mission Order Added
Plunder order acts very much like the Attack order. The difference is that the officer calls on the target to stand down. If the target stands down, the officer transfers money, cargo and passengers from the target when within range, then completes the order. Oops, just realized this won't be available until the next client update.
AI Rank Experience Thresholds
The experience point thresholds at which AI gain rank were raised significantly. This was primarily a result of adding pirates. You get a lot of experience points from destroying ships loaded with dudes; a lot more than plinking defenseless animals.

11/11/2011

What's new in this update?

E to Berth
Berths can now be entered and exited using the E key. You can only enter your assigned berth, not just any berth. When you respawn, you will appear already "in" your berth. While you are in your berth, you are immune to suffocation damage, as if your berth had it's own emergency life-support system. You can also access your personal sea chest while in your berth. While in your berth you canot tilt your head; left and right turn motions switch between four different prone positions facing up, down, left and right.
Sea Chest
Each character now has a personal Sea Chest. This is a private cargo space that travels with you wherever you go. Your sea chest is a safe place to store personal items that you don't want to lose or have stolen. Here are some notes about your personal sea chest.
  • Sea chest is accessed using the Cargo (F5) window while you are in your berth.
  • Sea chest can only be accessed while you are in your assigned berth aboard a spacecraft.
  • Sea chest stores up to 100 items. Contents do not count against the hold space limit of the spacecraft.
  • Sea chest automatically moves to each ship on which you take a berth.
  • Sea chest does not go away if you do not have a berth aboard a spacecraft; it will become accessible when you next take a berth.
  • Items in your sea chest are not lost when the ship is destroyed or for any other reason.
  • Sea chest cannot be accessed by any other character; it is your private space.
Allow Passenger Sea Chest Access
A spacecraft policy has been added to control access to personal sea chests by passengers. The default policy forbids access. This does not change the content of those passengers' sea chests. It just makes them inaccessible while they hold a passenger berth on that ship.
Throw From Enclosed Vehicles
You should no longer be able to throw items while you are inside an enclosed vehicle.
Throw From Open Vehicles
You should now be able to throw items while aboard a non-enclosed vehicle.
Design Studio Crash On Exit
Fixed a bug that was causing a frequent crash when exiting a design studio. I don't know if it was the only one. Someone let me know if they are still crashing when exiting a design studio.
Items Attached to Items
Items can no longer be attached to other items. You can no longer attach 500 bombs to a piece of C4 then carry it around and set it off with the effect of 500 bombs plus one C4.
Design Studio Movement Requires EVA Suit
Fixed a bug that prevented you from moving in the design studio unless you were wearing an environment suit of some kind. This bug was introduced when EVA suits became necessary for zero-G movement in space.
Female Office Titles Mangled
Female titles of office were broken when displayed on the Citizens page of the Governance (F12) window.
Antidote and Antitoxin Bug
Fixed a bug that caused antidotes and antitoxins to reduce the condition by one less than their tech level, which meant that TL1 antitoxins and antidotes didn't do anything unless the disease/poison was only TL1.
Empires on Standings Page With No Cities
Empires on the standings page have no cities. Therefore, they cannot have a capital city. They should stop showing up on the empire standings page now.
Vehicles Not Loading Onto Ships
Fixed a bug that required a city to have an airport and an aircraft factory before it would export any vehicle, no matter what kind of vehicle. Now a city must have a factory of the appropriate type before it will export various vehicles. An airport is only needed to export vehicles if your ship is not on a road slab in the city.
Forum Account Activation Broken
Fixed a problem introduced with the server move that prevented the web server from verifying login credentials with the SQL server.
Station Replacement Exploit
Fixed an exploit that allowed a player to destroy a space station as follows: buy a private space station, change empires, crash the station, respawn at new capital city, existing station with no officer is decommissioned (destroyed).

11/02/2011

What's new in this update? Server update only.

Harvester Range Calculation Bug
Harvesters were calculating the range to the nearest spherical body incorrectly so were not harvesting consistently. That is fixed in this server update. Weapon console probably will report incorrect values until the next client update but try it anyway if you are close to a planet. I have not tested rings and ringworlds yet.

11/01/2011

What's new in this update? Today's client update is optional.

City Worker DNA
Cities now store their worker DNA individually. This means that you can build a city of your race on a planet that already has indigenous people. Here are some of the details:
  • The person who places the town square flag establishes the DNA for the citizens of the town, like before.
  • First town square on a green-zone habitable world establishes DNA of indigenous people to that world or ringworld zone. The 'world DNA' is established on all planets (as before) but due to this change it only affects green-zone habitable worlds. Indigenous DNA of a world or ringworld zone can not currently be changed once it is established.
  • City DNA reverts to indigenous on green-zone habitable worlds when the city population drops to zero.
  • Any city with no population assumes DNA of first passenger, crew, troop or officer to be offloaded there.
  • Alien populated cities on green-zone habitable worlds are not welcome by the indigenous people. Immigration is like that of a city on a frontier world; people only arrive if you have an airport. Your citizens get an 'alien invader' morale penalty.
  • Officers, crew, passengers and troops spawn with the citizen DNA of the city that spawns them.
  • City report now describes the locals in the POPULATION section, and the indigenous race if appropriate and different from the city citizens.
  • All current cities citizen DNA was initialized using the DNA of the planet they are on so no current cities should report as alien.
Cadet Assignment Request Says City
Cadet assignment requests now say the city. It is possible for multiple cities on a planet to have a Star Fleet Academy. In this case, the city with the largest population is reported even though you can load the officer from any of the cities with an academy.
Berth Assignments Not In Room Number Order
Berth assignments are now made in room number order. Note that room numbers don't have to be unique across decks, in which case the allocation order will be somewhat ambiguous. This is a bug fix; it was supposed to work this way before. A little-known exception still exists for berth assignments. That is the room you are standing in when you make the berth request is assigned if it is the correct type and if it has a berth available.
Top-Down View Show Eludium With Stone
Eludium is so prevalent on moons that it is now shown with stone in top-down view. That is, the \ view mode that shows only non-stone mineral resources now omits eludium too. This improves searching for rare minerals on airless moons. This may make eludium difficult to find on worlds with trace atmospheres since the eludium is not as abundant there as on airless worlds.
Locator Window Overlapping Text
Fixed.
Garage Item Access Broken
Access to fuel and tools from the vehicle bay of a spacecraft is now fixed. The tooltip used to say you got access to spare parts in the vehicle bay but our vehicles never need spare parts to repair, just tools, so spare parts are no longer accessible there (not that they were before anyway, because of this bug).
Spot Key in Top-Down View
Spot key in top-down view reports information about the terrain you are in, as if you spotted the terrain directly under your feet. If there is no terrain there, the ship you are aboard is spotted as if you spotted the hull at your current location. This works no matter what you are riding or driving. Previously, the spot key did nothing in top-down view.
New Ship Will Not Self Destruct
Fixed a bug that prevented a 'new' ship from executing the self destruct mission order.
Atmosphere Causes Non-Structural Damage?
Fixed a bug that caused kinetic damage to ships to cause non-structural damage instead of structural damage. This was most noticeable when some weather corrosion took out my FTL drive.
Troops Equip with Environment Suit
Troops will now equip themselves with environment suits if there is no better armor available. By the way, the only worse armor is leather armor and leather helmet.
Mission Window Update
The spacecraft mission window has never updated automatically, except in some odd situations. It now keeps itself up to date and there is no longer a need for the 'Refresh' button so it was removed.
Contrail Color Doesn't Change
Fixed a bug that made empire contrail color changes fail to take effect until the affected clients were restarted. Now the change will happen on all clients within a few seconds of the contrail color change. This bug also prevented the contrail color from changing on a ship that was captured until the clients who could see it were restarted.
Localize 'Alive Since' Times
The Alive Since date and time shown on the tool tips for your AI dudes is now localized to your time zone, instead of being a UTC time.
Harvesters Fixed
Harvesters were broken when the last big wave of combat changes happened. They are now fixed and should actually work better than before due to some improvements to the algorithm.
Antitoxin vs Disease Tech Level Changes
The affect of the tech level of disease with respect to curing it with antitoxins was changed significantly.
  • When you have a disease, any tech level of antitoxin is now effective at reducing or eliminating the disease. Each antitoxin will reduce the tech level of the disease by the tech level of the antitoxin until the disease is gone. For example, a Disease 5 was previously only treatable with an antitoxin TL5 or higher. Now that disease could be treated with 5 TL1 antitoxins, or a TL3 antitoxin and a TL2 antitoxin.
  • This change applies similarly to other conditions, such as poison and acid.
  • This change applies similarly to the way cities treat disease, poison, and infestations.
  • This change means that the sick bay is never too low of tech level to treat a condition. It just might take more applications of a treatment to get the job done, using up more supplies.

10/29/2011

What's new in this update? Server update only.

Fleet Hail Fixed
Fixed a bug that prevented AI-commanded ships from receiving hails and other commands if they were not in the same solar system as the sender. You should be able to hail your fleet now to save them from suicide on Monday afternoon.

10/28/2011

What's new in this update? Server update only. Some of these changes have slight affects on data seen in the client, particularly on the sensor scan detail of selected objects and the locator windows. These improvements were not enough to be worth building/posting a new client, which takes about an hour.

Star Fleet Academy
Update: (Forgot to mention this.) Officers are produced on habitable worlds by cities with an airport and a spacecraft factory. As of today's server update, a city must also have a university to produce officers, to complete the Star Fleet Academy package.


Officers Decay
Hail your officers! AI officers must be contacted once in a while by a person in their chain of command. Officers will decay from existence 29 days after they are last contacted. Hail and some other command messages on the comm count as a contact, as does issuing unit orders to them or setting their posture. The easiest way to contact them is probably to hail them on the Fleet channel at least once a month. A hail contacts all officers aboard who are assigned to the ship, even if none of them is currently in command of the ship.

There are currently over 1100 active AI officers in the game. This change is intended to get rid of the ones that have been abandoned. This in turn might enable some systems to decay that are being kept alive by neglected officers in abandoned empires. The end goal is to shed some of the data load that has accumulated but is suspected to be unused and unneeded.

All the current officers in the game have been set to think they were last contacted 26 days ago. They may come across as a bit frantic. Sometime late afternoon on Monday a bunch of them will probably commit suicide. I know I should have given them the full month but I don't want to wait that long.

From here on, new officers that are created have their contact time initialized to the time they are created.
Spacecraft Non-Structural Damage Bug
Fixed a bug in the function that distributes non-structural damage to spacecraft systems. It was incorrectly distributing damage to some structural systems, which was why you saw so much fuel leaked due to non-structural damage. This resulted in some non-structural systems never taking any damage at all. This should fix the "problem" Ikkir had with the solar nougat not being deadly to his ship, mostly causing just some fuel leakage.

Now there is a 1% chance when structural damage is applied to the hold, fuel cells, or vehicle bays that cargo, fuel, or a vehicle wil be lost, respectively. This loss is instead of the hit points of damage the structure would have otherwise taken.
Crew - Don't Turn On Shields With No Fuel
The shield station operator will no longer turn on the shields if the ship has no fuel. He will not turn off the shields if the ship has no fuel or runs out of fuel, however.
AI Mail Format
Standardized the format of mail sent by AI.
Solar System Coordinates
Eliminated the use of the id letters to identify solar systems; showed their subsector coordinates instead. Coordinates within a sector are measured from the center of each sector, which is (0,0). Whole number increments are in parsecs, so 3.2 is 3.2 parsecs.
Scan Reports Improved the format and information content of scan reports, mostly thanks to comments submitted by Thera.
  • Planets and suns now show their distance and bearing in degrees from the body they orbit, and they identify the body they orbit. The distance is center-to-center. The bearing is a compass heading. Note that this does not enable calculation of the exact subsector coordinate of each planet because the rotation of the solar system within the sector is not reported. Solar systems of course have random rotations otherwise the milky way would always be on the plane of the ecliptic, which is boring.
  • Eliminated the redundant body name.
  • Clarified suns with Alpha, Beta, and Gamma designations when appropriate.
  • Expanded information about suns and formatted it more like planets.
  • Eliminated range to suns and planets.
  • Inserted a warning when data for a body is incomplete due to being out of range.
Ring Names
Default names of rings now include the orbital designation letter. E.g. A ring might show up as 'Alderon Beta IIbr'. This change may not affect systems that already exist.

10/26/2011

What's new in this update?

AI Dudes Suffocate Slowly
Fixed. They were suffocating at 1/10th the speed of a player character. Now they are the same.
Troops Don't Suffocate
Troops will now suffocate in harsh environments. Be sure they are suited up because they can be lured out of a pressurized base if they are not properly equipped.
Unit Armor Factors
Armor factors of units on your crew now show up on the status tooltip on the unit orders and unit equipment windows.
Mail Slow To Update
Fixed some code that caused slow updates when you got a fresh batch of mail, particularly when first logging in.
Mail Date and Time In Text
All mail messages sent by the system should now include the date and time sent at the beginning of the message.
Mail Dates and Times UTC
Dates and times that appear in mail are now localized to your time zone. Previously, dates and times appeared in UTC. This affects the date and time sent and the date and time that appears with sensor contacts. Forwarding a mail message preserves the UTC encoding so the recipient should see those dates and times localized to their time zone. Copy/paste does not preserve the UTC encoding; you get the literal text that you copy.
Movement In Space - EVA Suit Needed
Previously, you could move and stop in space outside a vehicle unaffected by gravity no matter how you were equipped. It always acted like you were wearing an EVA suit whether you were or not. Now you must actually be wearing an EVA suit of some kind to control your movements and float free of gravity. Without a suit, you will fall with no control of thrust or braking, a lot like a rock.
AI EVA
AI units previously were completely helpless in space and fell to the planet below as though they had no EVA suit on at all. Now they can function in space if they have an EVA suit on. You can't click on a location to go to but you can tell them to follow you and to 'come here'. It is now quite easy to EVA crew, officers and troops from one ship to another. The AI is not expert at EVA but it will work for most situations. I have not tested their movement inside a ship without interior gravity but they should be able to get around now.
Targoss Shimmers
Fixed a bug that caused Targoss and other dudes to shimmer when they moved across the terrain.
Dudes Aboard Ship Blink
Fixed a bug that caused dudes aboard a ship to blink as the ship traversed terrain.
Temporary Files Location Setting
A setting was added to let you specify where Shores of Hazeron will store its temporary files.
Temporary Files Clear Buttons
Buttons were added to clear files from the temporary files cache.
Solar System Id In Mail
Solar systems now show their id letters when referenced in various mail reports, such as city reports and scans. This id does not change even if the contents of a system get regenerated due to decay.
V Key Refuels Rocket AND Throws Away My Helmet
The default key for requesting service on a vehicle has been changed to 'K'. You may need to delete your local settings if the V key has been stored there as your 'current' key binding. I would prefer T for throw and some other key to eat but I'm way too trained to push T to eat. I'd be throwing stuff away all over the place.
F Key Fires Weapon Console AND Fires My Rifle
The default key for firing the weapon console has been changed to 'Shift+F'. You may need to delete your local settings if the F key has been stored there as your 'current' key binding.
Vehicles Are Sticky
Fixed a body extents bug that was causing vehicles to be sticky when you exited them. I particularly noticed this on the motor bike.

10/25/2011

What's new in this update? Server update only.

Pilot Slow to Take Controls
When a person switches away from the helm or leaves the helm, the pilot used to take the controls quickly. A change caused the pilot to be slow to respond to that situation. The pilot should now be quick to take the controls like he used to be.
Officers of Stations Don't Lock Doors
Officers aboard stations were not locking the doors, among other command actions. This has been fixed. The problem actually resulted because the officer did nothing at all if the current mission was 'inactive'.
Ringworlds Too Common
Ringworlds are now considerably more rare. This will affect existing ringworld systems if their contents get regenerated due to inactivity. The probability of a ringworld occurring used to be 20% around suns that could otherwise support them, which is not all solar systems. That probability was changed to 2%.
Psionic Damage vs Armor
Psionic damage is now treated as an energy weapon with respect to armor absorption, regardless of the type of damage inflicted. Previously, the type of damage determined the armor absorption so psionic piercing damage would be blocked by kinetic armor. Now that psionic piercing damage is blocked by the energy armor of the target.
Medic Says Sick Bay Tech Level Too Low But It's Not
Fixed a bug that caused some data to be cached onto the console before the ship design was ready to be analyzed. This resulted in the medic at the sick bay console reporting that the console tech level was only 1 and thus unable to administer TL20 antitoxins.
Scan Report Date/Time in Text
Scan reports and other mail from ships and officers should now put the UTC time into the header of the mail text. This request accompanied a request to have scan reports show their system location but they seem to already include that information. Perhaps the requestor of that feature could ask again to help me understand what they wanted.
Mission Deactivated When Capt Berth Released
A player wanted to leave a ship parked with the shields off but the crew would turn them back on whenever they left the roster. This was caused by logic that unlocks all doors and deactivates the mission when the last officer leaves the roster of a spacecraft. That code no longer deactivates the mission. Someone let me know if some exploit results from the ability to leave an order active on an uncommanded ship.
Monitoring Code Bug
Fixed a bug in some remote server monitoring data. That data helps me find the causes of lag, which I am looking for. This is the real reason for the restart today; the other stuff could have waited.

10/22/2011

What's new in this update? Today's client update is optional.

Client Crashes Near Bases
Fixed a bug when positioning units at consoles that were not aboard spacecraft.
Weapon Bay Kills People Aboard Its Own Ship
Fixed a bug that allowed the beam fired from a bay weapon to kill people aboard the firing ship. This was usually the fire control station operator in designs with no weapon emit point established.
Doors Won't Blow Open From Outside
Fixed a bug that prevented some hull doors from being blown open from the outside using explosives.
Ships Report Damaging Terrain
Ships no longer report damage to things that are not units.

10/21/2011

What's new in this update? Today's client update is optional.

Empire Standings Page
Empire standings page should start updating again.
Creature Body Hit Box Fixed two bugs with creature body hit boxes. One caused the head to be difficult to hit directly from the front or back. The other bug caused dying creatures lying on their sides to fail hit tests.
Bug Guts Hit Indicator
The hit indicator now shows bug guts instead of red blood if you are an exoskeletal creature. This may have been fixed in the previous update.
Alert Troops When Door Jammed Open
Troops will now go unjam and close doors when they get jammed open. If no troops are aboard then one crewman who is not the pilot will go.
Bay Weapons Messages
Shot results messages were not being sent because of a bug.
Sensor Station View Align With Target
A button was added to sensor stations, i.e. sensors, fire control and transporters, that will rotate the view to align the selected blip with the center. This makes it easier to zoom in and out on particular blips. The blip is rotated so that it is farther away from your ship on the station screen, as if you are looking through your ship to the target blip.
AI Unjam Doors When Closing Them
Doors that are closed by AI will now be unjammed. Previously, they were closed but remained jammed.
Close Open Hull Doors When Air Unbreathable
When the air inside the ship is unbreathable, crew (except the pilot) and troops will leave their stations to close open hull doors, if they are otherwise simply manning their stations.

10/20/2011

What's new in this update? Today's client update is optional. Without it the combat values of weapons and ammo will report incorrect numbers. This should not affect game play or your actual combat results.

Ship System Targetted Indicator
An indicator now shows information about the ship system you are targetted on, like the health bar you see on creatures and vehicles. This one adds an icon to show what system it is.
Critical Hits
The effect of critical hits was changed. Instead of negating the target armor entirely, a critical hit now gets absorbed by 1/2 of the target's armor.
Throw Current Item
You can now throw your currently selected item using the V key. The throw strength is based on your DNA strength. If you throw 'detonator' or 'fuse' weapons they will be armed upon throwing them.
Area Effect Weapons
Area effect weapons now work to damage things in the area, including vehicles and spacecraft. The combat damage and blast radius was adjusted for almost all such weapons.
Detonator and Fuse Weapons
Detonator and fuse weapons are now usable. Detonator weapons are those that you remotely detonate using a detonator after you arm them, e.g. plastic explosive, nitrate explosive, and bombs. Fuse weapons are those that have a timed fuse that triggers a few seconds after the fuse is initiated, e.g. dynamite.
  • Select as your current item and target on something then press fire to stick it to that spot. You must be close. Nothing happens if you are not close enough. You cannot stick bombs to creatures.
  • Use it as your current item (U key or mouse wheel click) to drop it where you are standing, armed/initiated and ready.
  • Throw it as your current item (T key) to throw it with the detonator armed or fuse initiated as appropriate.
  • Detonator weapons are triggered using a button on the Hail comm channel. Detonators are limited to Solar System range.
  • AI can no longer be equipped with detonator or fuse weapons because they do not know how to use them safely.
  • There is no limit to the number of detonator weapons you can arm at once. However, more than a few of them will cause a noticeable lag spike when they are detonated simultaneously.
  • When a detonator or fuse weapon takes damage it explodes. Be wary of leaving them lying about in corrosive atmospheres.
Blast Open Ship Doors
If a detonator or fuse weapon explodes within a very short distance of a ship door, a critical hit is delivered to the door. The normal damage amount roll is used to determine the force applied to the door by the explosion. Since the hit is critical, only 1/2 of the kinetic armor of the ship absorbs the damage. If any damage is not absorbed, the door is blown open and jammed.
Jammed Doors
Doors opened via direct blast are jammed. Jammed doors will not operate until unjammed. To unjam a door, you must physically click on it or tell a crewman to close the door. The first attempt to close a jammed door does not close the door, it unjams the door instead. No special tools are required.
Shotgun Pattern
Shotgun now calculates a pattern spread for the shot. The spread pattern uses one of the more generous published spreads for shotguns.
Creature Body Hit Box
Fixed problems with creature body hit boxes. Among other problems, they were being blocked when sitting at a console by an invisible obstruction that turned out to be the console itself. That obstruction also prevented shooting across a console.
Slow Target Sighting Code
Significantly speeded up the code that is used to shoot a ray through space to see what is hit. This is used a lot by AI when walking around and targetting on things so this should translate into reduced server load when lots of dudes are trying to find their way around.
Crew and Troop Orders Overridden
Fixed a bug that caused crew and troops to be diverted from your orders by the officer in charge. Previously, they were ordered to battle stations if their primary order was not a Battle Stations order. Now they will only be ordered to battle stations if their primary order is a Stay order. They will still be sent to stations if you move them somewhere and leave them standing there. Perhaps a specific 'Guard' order is needed.
Kinetic Effect of Absorbing Damage
Items, creatures, vehicles and spacecraft are now 'pushed' by kinetic damage. This helps them blow apart when you set off a stick of dynamite in a crowd. ;)
Switch Character UI Key Command
Shift+F8 will now display the 'Switch Character' UI.
Comm Channel Stops Accepting Messages
Fixed a bug that caused the comm channels to stop accepting your chat messages at 00:00Z.

10/14/2011

What's new in this update? I just love doing this to myself on Friday. Today's client update is optional. Without it the combat values of weapons, ammo, shields and ship design analysis will report incorrect numbers. This should not affect game play or your actual combat results.

Comm Tabs Move Bugs
Fixed a couple of bugs that resulted from letting the comm channel tabs move. It's safe to drag them around now.
Combat System Revised
The algorithm for resolving combat was completely changed. This has always been one of my pieces of code that I hated the most because it was stupid. It's much better now but may need some tuning. Many of the individual items in this update are related to this topic.

All random 'to-hit' roll determinations were removed. Now if you are targetted on something and pull the trigger you will get some kind of hit. This applies to personal weapons, AI, animals, turrets, and bay weapons.
Armor Values Changed
Armor is now expressed as a pair of numbers that show its kinetic damage absorption and energy damage absorption, like this 123n45e. The 123n part says it absorbs the first 123 points of kinetic damage of each hit. The 45e part says it absorbs the first 45 points of energy damage of each hit. All metallic armor now absorbs some energy damage, including ship hulls and vehicles.

Energy damage that is absorbed by your armor does not cause damage to the armor. That applies to ship hulls, body armor and vehicles.

Kinetic and energy armor absorb their corresponding attack damage. The armor value is subtracted from the attack damage. Any excess points of damage are applied to the thing the armor is protecting. The attack damage absorbed by the armor may be dissipated by the armor in the form of physical wear or depletion of shield energy.

Armor takes one point of wear damage for each 10 points of kinetic damage that is absorbed; fractions are truncated so 9 hits damage would not wear down your armor and 10 - 19 hits would wear down 1 point. This applies to ship hulls, personal body armor, and vehicles.

Some armor has a vulnerability to a particular damage effect. e.g. Fabric clothing is vulnerable to slashing. When armor absorbs damage to which it is vulnerable, the wear damage is 1 point per 2 points of that kind of damage absorbed. This is the only case that energy damage will physically wear down an armor item.
Shields Absorption Reduced
Spacecraft shields now absorb 5 points of energy damage per shield unit, modified by tech level. Previously this was 50 points of any kind of damage per shield unit, modified by tech level. Energy shields do not absorb kinetic damage.
Ship Damage Distribution Changed
Kinetic damage to a ship is only distributed across hull systems. i.e. Hull, vehicle bay, cargo hold, and fuel cells.
Energy damage to a ship is only distributed across internal systems. i.e. All systems except hull systems.
Bay Weapon Damage Reduced
Weapon bay units now fire 10 points of energy damage per weapon unit fired, modified by tech level. Previously this was 50 points of damage per weapon unit fired, modified by tech level. The types of damage will become more varied when the different weapon bay modules are finished.
Bay Weapon Range Reduced
Bay weapon range is reduced to about 1/10th of what it used to be.
Turret Laser Damage Reduced
A turret laser now fires at the same energy level and range as a 4-unit weapon bay. Of course, this is modified by tech level. I've actually seen civilians with only clothing take two turret hits and live from a TL9 ship.
Knife Range Ridiculous
Fixed weapon range issues, including the still-unexplained enormous range of knives. It is fixed though I never saw what allowed it to happen.
Critical Hits
Each strike has a 5% chance of landing a critical hit. A critical hit negates the effect of the target's kinetic and energy armor for that strike.

When a strike inflicts two types of damage at once, the first critical hit roll only negates the armor vs the first damage type. A second 5% probability roll must be achieved to negate the armor vs the second damage type. This appears as a 'Double Critical' hit.
Ammo Damage Numbers Change After Load Into Weapon
Fixed. The damage inflicted by ammo determines the damage inflicted by a weapon. The tooltip on ammo shows the damage inflicted by that ammo. The weapon will now show those same numbers after you load the ammo into a weapon. The last ammo loaded always determines the damage inflicted. Weapons don't keep track of mixed-load magazines.
Passenger and Crew Appearance Doesn't Change
Passengers and crew were slow to change their appearance due to changing atmosphere conditions inside a spacecraft. Now when the air becomes breathable or unbreathable, they are fairly quick about changing their attire.
Decompression Wind Sound
A wind sound is now heard when the atmospheric pressure inside a spacecraft is equalizing with the atmospheric pressure outside a spacecraft.

10/11/2011

What's new in this update?

Transport Contrail Colors Don't Match
Fixed.
Private Channel Open At Galaxy Range
When opening a channel to another person, their channel now opens at Galaxy range instead of Solar System range.
Comm Channels Restore Order Reversed
Fixed a bug that caused last opened channels to be reopened in the opposite order as when the program last closed.
Comm Channel Tabs Movable
Comm channel tabs are now movable by dragging them. UPDATE: This is broken.
Design Analysis Show Tech Level of Commodities
Design analysis now shows the tech level next to commodities needed for manufacture that have a minimum tech level higher than 1. They only show their minimum tech level, even though all commodities actually have to be the tech level of the final manufactured ship.
Design Analysis Turret Modules Bug
Fixed a bug that was not updating or showing the turret modules installed in each turret.
Design Analysis Out of Bounds Error
Design analysis now reports when your design is outside the allowed bounds.
Design Analysis Warn When Sensors Needed
Design analysis now warns when you have added transporters or weapon bays but you have not added sensors.
Rats Should Be Ravenously Hungry
Rats were supposed to help clean up the meat that sometimes accumulates on your ship. It turns out they didn't eat much before they were full. Now they are always hungry.
Switch Characters Without Logoff
There is a new button above the Spawn Recall button to Switch Characters.
AI Doesn't Select Harverster Bay To Harvest
Ships with a fire control station on the bridge were not switching to the appropriate harvester weapon bay when told to harvest. Somebody let me know if their crew still won't harvest when told to do so.
Underground Critters Block Construction
Underground, swimming and flying animals no longer block work at construction sites. The wild animal has to be on the ground to be an obstacle to construction.
Implant Damage Probability of Implant
Implant special attack was only actually succeeding in an implant based on a probability roll equal to the number of hit points of damage inflicted. That is, if a creature used its implant attack on a target and hit for 4 points, the chance of implanting an embryo was 4%.

Implant has been changed so that a creature will implant an embryo on every hit that causes at least 1 hit point of implant damage to the target. If you see that you have taken implant damage, rest assured there is now an embryo inside your body.

This applies equally to disease, poison, paralysis, and acid damage. They were all treated exactly like implant damage in this regard. This affects all creatures, not just players.
Transporter Remember Long/Lat By Planet
Transporter station now remembers last used longitude and latitude coordinate per-planet.
Scene Handoff Crashes
Fixed three bugs that would cause client-side crashes during a scene handoff, such as when going through a wormhole or a transporter.

10/07/2011

What's new in this update?

Request Empire Join and Invite To Empire
Fixed a bug that broke empire 'invite to join' and 'request to join'.
'By Password' Immigration Policy
Added a 'By Password' immigration policy mainly to enable a secure way to let new players join your empire since 'By Request' and 'By Invitation' are not available at that time. I have made a note to make all the immigration options available as check-boxes since they are not incompatible with each other.
Sample Dude Render Bugs
Fixed various bugs in the code that renders the sample dude on the login screen.
Object Deletion Bugs
Fixed various bits of code that were deleting objects improperly. This usually manifested as a crash or hang when exiting the program.
Scene Render Bugs
Fixed a couple of obscure bugs in the code that finalizes/updates the render scene.
Labor Window Crash
Fixed a bug that has been haunting the program for a long time that caused a crash sometimes when the Labor window was open. The cause was a query on a wild animal object at the instant it appeared in your scene, if bad timing caused the query to be made before the animal was "ready".
Obscure Crash
Fixed some code in creatures that was not thread-safe. Could potentially have caused a mystery server crash or two that would have left no traceable crumbs.
Mail Message Size Limit
Increased the size limit of mail messages considerably. Greyed out the 'Send' button if the message text is too long.

10/03/2011

What's new in this update?

Transporter Security
Eliminated a couple of conditions that permitted a station or AI-commanded spacecraft to beam-up players requesting beam up when you might not have wanted them to.
Inventory Item Transfer Bugs
Fixed ambiguities in the code that identified individual inventory items, particularly ship designs and mission disks. This fixed various problems with the cargo access and transfer interfaces when transfering those items. This also fixed similar ambiguity when jettisoning cargo.
Cargo Transfer Interface - Fuel
Fixed a bug that prevented the cargo transfer interface from working with fuel.
Design Disk Name
Design disks now show the design id and design name in the name of the disk item wherever it appears, such as in the cargo transfer interface, sell items interface, and inventory item tooltips.
Mission Disk Name
Mission disks now show the mission name in the name of the disk item wherever it appears, such as in the cargo transfer interface, sell items interface, and inventory item tooltips.
Server Crash Due To Pathing Code
Fixed a bug in the pathing code that ate up all the memory in the computer, prompting the OS to kill the server process. This resulted in every server crashing eventually. I was out of town for a few days and could not attend to this right away, sorry.
Empire Rewards Limits
Empire rewards were limited to the maximum positive 32bit unsigned integer. This was causing a problem.
City Capture Bug
Fixed a bug in the city capture logic. This may have prevented any city from being captured.

9/26/2011

What's new in this update? New textures were added on Friday Sep 23rd. If your last download of the full package was prior to that, you need the full package to get the textures. Otherwise you just need the patch.

Windows Client Crash
Fixed several bugs that caused the previous Windows client update to crash a lot. I was surprised to find that minimizing the program during login actually did bypass one of the problems, because some objects needed some processing before they were rendered for the first time. It is curious that this did not cause the same crashes in the Unix builds.
Server Crash
Fixed a bug that was causing a server crash due to a spacecraft room with no boundary points.

9/23/2011

What's new in this update? No patch is available; full download is required to pick up new textures for the damage indicators. If you downloaded the patch that was temporarily posted, you are missing some textures.

Rooms Within Rooms
Fixed a bug in the design studio that was permitting invalid rooms within rooms to be created. Existing designs that have such rooms may not create their 3D model properly any more.
Hit Direction Indicator
A graphical indicator now appears when you are hit, showing the type of damage. The size is a general indicator of damage amount; the orientation indicates the direction the hit came from. A little white spot means the attacker did not cause any damage at all. A shield indicates damage that is absorbed by your armor.
Internal Damage Indicator
A graphical indicator now appears when you suffer internal or 'directionless' damage, such as bleeding, disease and the lingering effects of acid contamination.
Rum
Rum no longer requires grain. Someone correctly pointed out that rum does not require grain, just lots of sugar. Current processes making rum will not be changed; to change those you must manually choose a different process then go back to making rum.
Invisible Vehicles
Fixed a rendering error that caused stationary vehicles on the ground, and possible spacecraft and items, to be culled from the scene incorrectly. This made them disappear when they should have remained on the screen.

9/20/2011

What's new in this update?

Thread Deadlock Bug
Hunt...hunt...kill...kill! Fixed a thread deadlock bug that has been causing severe grief to the servers for months. It is still a bit early to claim victory but the servers have run without lockups for about eight hours now, a record recently. This critical problem has cost a lot of good productive time but the search flushed out several bugs of similar sort, a very positive step toward server stability.
Medical Log Entries
Medic now logs certain events in the ship's log for the officer. Any patient with a disease is reported in the log, whether or not it could be treated. Lack of supplies to treat any condition is reported in the log.
AI Monopolizes Surgery Unit
AI crew, passengers, troops and officers will use the sick bay to get healed. A bug was fixed that caused them to sometimes enter the surgery unit and decide to never leave, as if they had been ordered to enter the unit. FYI, when you order an AI to enter a surgery unit, they stay in there until you tell them to get out.

9/16/2011

What's new in this update?

Ubuntu 10.04 32 bit Build
Finished setting up the build machine for the Ubuntu 10.04 LTS 32 bit build.
Design Studio Size Limits Reduced
Limits in the design studio were reduced significantly. Sorry, no more ginormous spacecraft; they're just too much of a load. Don't bother sending me hate mail; it won't help. The new smaller size is the old smaller size, before the size limit was increased.
  • Design studio now shows cube extents of maximum design size.
  • Existing ships that are too big will continue to function properly.
  • Existing designs that are too big or that fall outside the design limits can no longer be manufactured or purchased.
  • A design that exceeds the limits cannot be burned onto a disk.
  • Previous limit was 120 x 120 grid squares and 84 decks. New limit is 80 x 80 grid squares and 56 decks.
Design Studio Move Feature
A move feature was added to the design studio. This will move the rooms and equipment of the entire design or a single deck. This may help you adjust old designs to fit within the new design space limits. I finally had to make a move command because my D7 Cruiser design overlapped the limit by one tiny triangle, aaah!
  • Rooms and equipment can be moved outside the design limits. This will prevent the design from being burned onto a disk or manufactured.
  • Rooms and equipment cannot be moved beyond internal limits, which happens to be the old design grid limit.
  • A single deck cannot be moved to another deck position that already contains any rooms or equipment.
  • Beware when moving a single deck that invalid hatches will be removed after the move. You might lose a hatch that you didn't expect.
Server Lockups
A few bugs that caused occasional server lockups were fixed. Unfortunately, the really nasty one that's been causing most of the server lockups for the past few months is still in there. It is proving to be very difficult to find; fixing that bug has become my biggest priority right now.
Personal Data Wrong on Client
Fixed a bug that caused personal data on your dude to be wrong on the client. Insane social standing values was a symptom of this. Worse, this would cause the client to decide you did not have authority to command your dudes. This was the main reason for the update today and for the network version change that required a new client download.

9/13/2011

What's new in this update? Ubuntu 10.04 32 bit version is still delayed. There have been a few minor issues setting up the replacement build computer.

Bio Scan Tweaks
Fixed some issues with bio scan. Biosphere no longer reported for rings and gas giants. Shows as 'Biosphere Potential' on colonizable worlds that have no actual plants or animals.
Sensor Scan Sunlight Q
Sunlight quality is now shown on the sensor scan as an Atmosphere factor.
Path Improvements
Fixed some bugs and optimized some data in the path code. No designs are nerfed any more since they all load ok now. I am still working on a few remaining issues with this. A new client update was posted mainly because some of the problems were causing crashes. The client should no longer crash due to the pathing code.
Design Studio
Fixed some path-related bugs in the design studio. Take note that it can take up to 10 seconds to reanalyze the paths of a design after it has been modified. This only affects wall collisions so it may take a few seconds before you can walk around in a ship you are designing.
SQL Server RAID Upgrade
Forgot to mention in the previous post that the SQL server was upgraded with a set of six new solid state drives in its RAID array, instead of the old spindles. This has eliminated a chronic device-wait (disk-wait) issue that was causing long login and wormhole handoff times. This new setup is amazing to watch as its eight cores blitz through SQL queries with almost never a device-wait, and then for only a split second. In this upgrade we finally replaced our last Red Hat Enterprise Linux 5 Server with Ubuntu 10.04 LTS Server.

9/12/2011

What's new in this update?

Bio Scan
Sensor scan now reports biological information. This will not show up on the sensor console screen until the next client update. For now you can only get the information by requesting a scan report from a crewman.
Offline Characters Die of Disease
Conditions on your character no longer have any effect while you are not logged on. This eliminated a massive pile of meat and bones at the town square of my disease-infected capital.
City Situation Frequency Fixed
The frequency at which cities check for new situations (rats, disease, poison) turned out to be waaay too often. Each city now checks for a new situation only about once per real day.
City Situation Severity
The citizen fatality rate caused by diseases and poison was reduced by about 90%.
Disease, Poison, and Acid Damage Too High
The amount of damage caused to a creature's body (that means you) by diseases, poison and acid was reduced by about 90%.
Animals Eating Bones
Fixed a server bug that was reporting an error when an animal ate a carcass that was then reduced to a bone.
Station Trade Radius
Station trade radius now considers the rough radius of the spacecraft attempting to trade. This effectively broadens the trade radius quite a bit for large ships. Now you should only have to get a small portion of the ship inside the trade zone, instead of the center point as before.
Update:

City Surrender Bug
Fixed a bug when surrendering a city that made it complain that it was occupied by the new owner. The allegiance of the populace is now changed to the new owner of the city, if the surrendering empire has that allegiance. The level of allegiance does not change.
City Occupied By Friends
When a city flag point is owned by an empire that is a friend or vassal of the empire who owns the town square, the flag ownership will be given to the owner of the town square at the next city report.

9/9/2011

What's new in this update? Ubuntu 10.04 32 bit version is delayed because the computer that builds that version just died. I am configuring a replacement now; it will take several hours to complete. This probably will not be done until Monday.

AI Pathing
Rewrote the AI pathing code. The following results were achieved:
  • Less load on the server resulting in less stampede lag. Stampede lag still happens, just not as bad; this will get more attention later on.
  • Less memory usage.
  • Faster pathing result.
  • Better pathing result. AI now negotiates gravity wells and hatches much better.
  • Faster ship hull collision tests.
  • Faster ship interior queries such as hatch, ladder and door locations.
  • AI will now go through an open crew door if crew doors are locked. Previously they would not go through a locked crew door even if you held it open for them.
  • Transporters can now beam you from the exterior hull of a ship.
  • Lag through hull into space should no longer happen.
  • AI will not slip through walls and get stuck in inaccessible places. There are still a few places they can get stuck.
  • Players can now fit between engine units and a wall. Previously this space was inaccessible. AI will most likely get stuck if they accidentally find their way in there.
  • Diagonal wall jaggies gone. Previously movement along diagonal walls was obstructed by invisible jagged edges.
  • Path analyzer much faster. This really uses the pathing code hard. You'll notice the difference.
  • Path data cached in files on client and server for faster load time.
  • Generic implementation can/will be applied to buildings. Current code used in bases has many problems.
Design Studio Path Analyzer Bugs
Some bugs were fixed in the design studio path analyzer that caused incorrect results to be reported.
Spacecraft Bay Weapon Fire Effect
Improved the visual effect of bay weapon fire. We're still working on this.
Turret Fire Effect
Improved the visual effect of turret weapon fire. We're still working on this.
Unit Orders UI
Improved the Unit Orders UI
  • Rank is now its own column so you can sort according to rank.
  • Rank tooltip shows empire of allegiance of the unit.
  • Passengers now listed.
Unit Equipment UI
Improved the Unit Equipment UI
  • Rank is now its own column so you can sort according to rank.
  • Rank tooltip shows empire of allegiance of the unit.
Pilot AI Bug
Fixed a bug with how pilot AI avoided objects, resulting in incorrect decisions about where to go to avoid it. They were stopping much too short of the obstacle. This caused my crew to fail to patrol the stations in my system. They stopped half way to the moon and sat there turning the engines on & off.
Battle Stations AI
When AI goes to stations, they no longer go to stations that already have another AI going there. This eliminates the gaggle of crew and troops rushing from station to station. Now they all split up and go to separate stations right off.
Station Teleport Nerfed
Crew and troops were teleporting to their stations under certain conditions. They no longer do this.
Comm Efficiency Improvements
Improvements were made to some data communications packets that get sent to the client a lot, reducing the amount of data regularly sent to the client.
Server Crash
Trapped and fixed a server crash that would sometimes occur when a player reloaded their weapon.
Ship Destruction Might Not Kill You
Player characters are not automatically killed when the spacecraft they are aboard is destroyed. Now each character takes 1DHitsRemaining damage before being added to the debris field.

There is an exception with people who are crew or passengers aboard privately owned ships that are destroyed. In this case, damage is inflicted to your body but you are not removed from the ship so that you will respawn with it wherever it respawns if you should die then or shortly afterwards. This is necessary so you won't fail to respawn aboard your ship because it is not done respawning elsewhere; that would cause you to respawn somewhere else instead, not what you want.

7/22/2011

What's new in this update?

Disease, Poison and Infestation Severity
Changed the algorithm for determining the severity of disease, poison and infestation when they happen in a city. The tech level and other strength factors of the various situations are now determined using a half-bell curve probability, where the highest values are the least likely to occur and the lowest values are more common.
Disease, Poison and Infestation Reporting
Disease, poison and infestation is now reported in the event log of the city report. This causes the city report to take a lower priority when those are the only problems. The icons in the mail tree are overlayed with a greenish-circle when there are only events to report, and not yellow-exclamation-mark emergencies.
Server Login Issues
Finally determined the cause of some clients' failure to login to the game servers, which was coming across as an unexplained packet sequence error in the server log. It happened when players started a new empire or joined their first empire, but not every time. This started happening a couple of updates ago, when a layer of security measures was implemented. Am currently monitoring the server logs to test the results.

7/19/2011

What's new in this update?

Security Enhancements
Improved security to prevent unauthorized rogue servers from connecting to the server farm.

7/05/2011

What's new in this update?

Non-game business matters (gag) heavily distracted me for a month. I apologize for neglecting the server farm during that time. The result of that neglect was a bit of a mess that I am currently cleaning up. Regular updates will now resume; Monday is the day scheduled for weekly updates.

Duplicated Overlapping Solar Systems
About a hundred solar systems became duplicated onto themselves resulting in parallel suns and worlds there. The excess primary suns were removed today; this also removed all objects and parallel worlds and companion stars that might have orbited them. Cities built on those parallel worlds were lost, sorry.
And They're Gone
The previous problem resulted in a lot of characters unable to login, a lot like being stuck in limbo. I will initiate a bulk limbo-rescue operation on those characters as soon as the servers finish starting up.

Update: Bulk limbo-rescue started.

Update: 26 of those characters were unable to respawn in their old empire and had to respawn in a new random empire.