
| 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. |
| 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. |
| 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.
|
| 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:
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. |
| 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.
|
| Unit
Orders
Changed |
Unit
orders
were
changed
for
piggy
back.
These
changes
do
not
require
a
new
client update to take effect.
|
| 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.![]() |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| Economy |
This
update
mostly
concentrated
on
fixing
the
exploitable
"magic
money"
economy.
Here
is
a
summary
of
the
changes,
in
no
particular
order.
|
| 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 |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| Warp
Drive |
Warp
drive
FTL
module
now
works
as
intended,
instead
of
acting
like
a
wormhole
drive
FTL
module.
Here
are
some
details:
|
| 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. |
| 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. |
| 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. |
| 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.
|
| 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. |
| 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.
|
| 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.
|
| 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. |
| 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. |
| 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. |
| 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.
|
| 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? |
| 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. |
| 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.
|
| 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. |
| 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.
|
| 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). |
| 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. |
| 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:
|
| 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.
|
| 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. |
| 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.
|
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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.
|
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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
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!
|
| 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. |
| 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. |
| 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. |
| AI
Pathing |
Rewrote
the
AI
pathing
code.
The
following
results
were
achieved:
|
| 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
|
| Unit
Equipment
UI |
Improved
the
Unit
Equipment
UI
|
| 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. |
| 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. |
| Security
Enhancements |
Improved
security
to
prevent
unauthorized
rogue
servers
from
connecting
to
the
server
farm. |
| 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. |