
Changes to ship stores and COMPONENT POINT REQUIREMENTS this morning!
Component points and diplomacy:
* Pilots will require somewhat fewer points to buy components manufactured by their own alliance.
* A similar, lesser discount will be offered to allied pilots.
* Components belonging to an alliance with which relations are neutral will be very slightly harder to get.
* Components belonging to an alliance which you only have a treaty with, or that you are at war with, will be significantly harder to get.
* For a non-aggression pact, or for defunct manufacturers like the Coalition, point requirements are unchanged.
Ship stores:
* Components are now sorted by type and point requirement.
* The POINTS command is no more! Point requirement information will appear under INFO.
* Information about starships will now appear under INFO even when the ship does not have a market description.
Posted at Thu Sep 3 15:24:06 2009 UTC (2 years, 8 months, 13 days, 6 hours, 31 minutes, and 20 seconds ago)As announced in-character during the earlier event with Corin Shea, our crafting system is going live.
Stores have just been placed on each capital planet/station and the help file is up. Type HELP CRAFTING for more information.
NOTE: If you really want to get started immediately, be aware that the Sonic Tech and Hand Weaponry licenses currently do not have the necessary supplies available anywhere. However, this should change within a couple of days, so go ahead and buy those licenses if you want to make stun weaponry eventually.
This system has an entry barrier of 20 points.
Posted at Sun Mar 29 02:37:40 2009 UTC (3 years, 1 month, 20 days, 19 hours, 17 minutes, and 46 seconds ago)Introducing...
For the explorer with a plan....
In deep space, one can now find areas of unusual debris density. If that phrase is a bit wordy, you can just call them debris fields.
Posted at Sat Nov 7 02:05:18 2009 UTC (2 years, 6 months, 9 days, 19 hours, 50 minutes, and 8 seconds ago)INTRODUCING ASTEROID BELT MANAGEMENT!
This is a new activity that will basically allow you to passively earn industry points on a daily basis. This will only be a fraction of your daily cap increase, but it's better than nothing!
We have two purposes here:
1) Allow players to progress without constant grinding (though, obviously, still much more slowly if they don't grind).
2) Make player age a greater component of their general level of advancement.
For more information, see Arty's post in General/General, as well as the Asteroid Belt Management help file.
As always, report any oddities or apparent imbalances!
Posted at Fri Aug 21 21:09:54 2009 UTC (2 years, 8 months, 26 days, 45 minutes, and 32 seconds ago)The ground combat system has been partly redesigned, in particular where battlesuits are concerned.
The new system won't be going live for a little while, probably not till sometime after Christmas. This is being posted now because it has produced a few changes that could already be noticed. Also, you'll get time to prepare!
- Battlesuits no longer belong to the aerial fortress. Instead, each player buys their own individual battlesuit, which is customizable with weapons, abilities, and armor. The availability of these is determined by your ground combat points.
- Battlesuits will automatically transfer to the fortress, and back to the spaceport, as you enter or exit a mule.
- There is an all-new progression of weapons available. Which weapons are available depends upon the type and level of the battlesuit.
- Plasma abilities as well as repair drones are now replaced by a general system of special abilities, which include plasma and repair minidrones as well as two new branches. These abilities all expend a battlesuit's energy, which will recharge gradually on its own.
- Battlesuits can now customize their armor, or go without. Heavier armor tends to reduce evasion, but also drastically decreases the amount of damage taken.
- Battlesuit ammunition is no longer bought separately. Instead, your fortress will hold "synthesis supplies" from which it will build the ammunition it needs. Higher quality weapons require more supplies.
- Enemies will no longer fire randomly, but will instead focus on the target for which they have the most enmity. To manage this, the old flare ability is now under one of the special ability branches.
- Enemies in general will be hardier and will require more strategy and teamwork to take down.
- Full repair units are no longer available. Players will be expected to use ability- or item-based repairing to return to full strength, with the help of occasional full resupplies from the fortress.
- Battlesuits no longer have damage thresholds, and can be repaired completely from any damage level.
- Battlesuits can no longer be destroyed outright. If sufficiently damaged, a battlesuit will automatically be forced to return to the aerial fortress, and will require a refurbishment with a large supply cost before it can be deployed again.
- Aerial fortress supply centers on each capital have been altered for the new system. You can purchase and customize your battlesuit now, whether or not you have access to an aerial fortress.
- Obsolete equipment has been removed from player-owned fortresses, and the owners have been reimbursed for the full amount paid.
That sums up the changes, though more may be forthcoming. Keep paying attention for announcements about test runs and, eventually, the system going live.
Posted at Sun Dec 20 21:32:47 2009 UTC (2 years, 4 months, 27 days, 22 minutes, and 39 seconds ago)Introducing TACTICAL COMMUNICATIONS.
Here's how it works!
General communications: suitable for transmissions like "Where can I find a shop that sells a single fingerless glove which is tight but not too tight?" and "I have reflected long on the fact that you believe me to be a moron and after painstaking self-reflection I have come to believe that YOU in fact are the moron."
Tactical communications: suitable for transmissions such as "OH MY GOD OUTSIDERS EVERYWHERE KILLING EVERYONE ALL DEAD WHO AM I EVEN TALKING TO" and... well that's about it really. Basically this channel is all business, so that ideally people could turn off the general channel and still be kept informed about exciting things happening.
These rules won't be staff-enforced but I suspect a lot of you players will tend to enforce it yourselves!
Probably everyone has forgotten this command, but you may type GEN COMM to toggle the general channel off and on. Similarly, TAC COMM has been added.
Posted at Tue Mar 10 03:33:32 2009 UTC (3 years, 2 months, 9 days, 18 hours, 21 minutes, and 54 seconds ago)The new engine overhaul (as explained on OOC/MTTNS) is IN.
This system, in the next few days, will be subject to tweaks, but as always, report any bugs, oddities, or weirdness!
Posted at Mon Feb 8 07:09:38 2010 UTC (2 years, 3 months, 8 days, 14 hours, 45 minutes, and 48 seconds ago)CHANGES TO THE WEB PORTAL!
First of all, the address again if anyone missed it: http://moo.squidsoft.net:7779/
This will be SC's main official website.
We've added new links to in-character information in what might be an easier interface: the alliance reports and the news aggregator headlines. The 'Who's Playing' link has been renamed to 'Active Pilots' and made IC, as well.
Also planned: letting you log in with your squidsoft.net account info and browse your ships, components, and other information about your character.
Anyone have any suggestions for things that would be cool/useful? Use the REPORT command!
Posted at Mon Aug 24 00:54:10 2009 UTC (2 years, 8 months, 23 days, 21 hours, 1 minute, and 16 seconds ago)We've put together a new website (although it still appears to be from the mid-90s) all served directly by the game through the web portal. This allows us to integrate the website closely with the game, and we'll be adding more features in this vein if our ambition is sustained!
http://squidsoft.net:7779/
If you're curious, you may want to check out the About page, which includes for perhaps the first time ever a clear statement of SC's theme, plus it includes a newly rewritten and expanded timeline that explains many elements of SC's theme. Enjoy!
Posted at Wed Aug 19 23:15:45 2009 UTC (2 years, 8 months, 27 days, 22 hours, 39 minutes, and 41 seconds ago)And now, a little experiment.
STARSHIP INSURANCE 2.0
What was wrong with the old system? Well...
1) Not anything like how insurance actually works.
2) Makes the price of your largest warship essentially 150% of its actual cost.
3) Is built upon code a decade old.
So what's changed now? You now take out individual insurance policies on each of your ships. Or you can take out a cheap blanket policy, but it isn't as good as insurance was before.
Instead of holding back a single large sum of credits, you will pay the premiums on each of your policies each Conquest period.
A premium policy covering a single ship for 75% of its value is available!
This should already work properly with organizations, although that aspect will need more effort. For now, insurance payments are done using the organization's credits on hand.
Your old insurance account is no longer accessible. Its balance will be paid out to you the next time you use an ATM.
Be attentive and report any issues. As always, aspects of this system (premiums paid, degree of coverage) may be tweaked at any time.
Check HELP INSURANCE for more information.
Posted at Thu Feb 10 20:54:31 2011 UTC (1 year, 3 months, 6 days, 1 hour, and 55 seconds ago)We've launched the new Star Conquest space system!
Keep in mind that this is merely an initial release. While there's a few all-new places, our goal was really just to convert existing space to the new system. Mainly, this release is just paving the way for many more changes to follow. Just so that's clear.
Now, here's a tremendous list of specific changes.
SECTOR STRUCTURE
- Sectors are no longer numbered 1 through 30, 31 through 60, etc. Instead, sectors each have unique names that you will use to identify them.
- Sectors are no longer all equally accessible. Instead, sectors are arranged in clusters consisting of a main (or gateway) sector, usually at least one secondary sector, and sometimes more lower-tier sectors.
- The practical difference between main sectors and the lower tiers is beacon strength. Here's all you need to understand: main sectors have strong beacons and you can jump to them from pretty much anywhere, exactly like how all sectors worked before. But secondary sectors have weaker beacons, and you must be at their main sector before you can jump to them. This means that to get to Old Earth, you must first jump to the main sector Earthgate, and then you can jump to Old Earth Orbit.
- You can no longer refer to sectors by their numbers. Except for one deliberate callback, numbered sectors no longer exist. To jump to a sector, such as Old Earth Orbit, you would type JUMP OLD EARTH ORBIT. The command also accepts shortened names. For instance, JUMP OLD EARTH is also sufficient.
- You can see sectors within your current cluster, plus other immediately accessible sectors, by typing JUMP by itself and selecting YES at the prompt. This list DOES NOT include sectors in other clusters that you cannot immediately access. If it did, it would be overwhelming.
- You can use the JUMP command to travel to ANY accessible sector, even if it's not IMMEDIATELY accessible. For example, L5 Station will now be three jumps from any other cluster, but you can type JUMP LAGRANGE 5 from anywhere, and the system will automatically jump three times for you. Additionally, linking jumps like this is much faster than doing them one at a time, so that jumping between places doesn't take much more time than it did before.
- In summary:
* Use the JUMP command as you did before.
* Answer YES to the prompt that follows if you want to see a list of accessible sectors.
* Choose to jump to ANY sector you can access and your ship will take you right there, even if it requires multiple jumps.
* Sectors which are not in your current network, such as how Mutuality space is separate from the other alliances, still cannot be jumped to directly. These are accessible via the same methods you used previously; for instance, via acceleration gates.
SECTOR SECURITY AND PLAYER VS. PLAYER
- Sectors now have security ratings. These go from the Alpha tier, the safest, to Delta tier, the least safe.
* Alpha-1 security is completely safe, in that any hostile ships will be set upon by alliance navy or Accord peacekeepers within seconds, reinforced by space-based defenses.
* In the Beta tier, the next safest, the defending ships take longer to respond and the space-based defenses go away. Your safety isn't totally guaranteed, but anyone who attacks you must be prepared to face some opposition.
* In Gamma tier, spaceports become increasingly picky about who they serve. First they will serve only allies, and in very unsecure space, they will accept only their own pilots. Also at this level, spaceports can be influenced by conquest activities taking place in their region.
* In the lowest level of the Gamma tier and below, spaceports are outright capturable in battles.
* In the Delta tier, alliances have no recognized authority and your faction standings will take precedence in your relations with other ships and spaceports.
* At this time, only sectors in the Beta tier and above will be accessible.
- The high security responder ships will take the place of the old navy system, which has been disabled for some time anyway due to the strain it placed on the server. The new system has a much lower overhead, and we've also greatly upgraded our server hardware since then.
- The Accord Peacekeeper force will now respond to defend unclaimed and neutral sectors in Accord space. Miscellaneous Tandem Pact ships will respond similarly near Mutuality space.
- As mentioned above, very high security sectors will now have space-based defenses. These will probably guarantee the destruction of any hostile ship. Hostile ships are considered to be enemy alien factions, alliances at war, or any ship containing blacklisted pilots. Additionally, any ship that that sector's controller considers to be under its protection will be actively defended against hostiles.
- Player vs. player conflict is intended to be essentially impossible to pursue in high-security sectors, to the point where successfully carrying it out in Alpha-1 security will probably be considered a game exploit. In Gamma tier sectors, there is nothing to actively prevent player vs. player conflict, but it may still be considered an act of war in character, exactly as all sectors tended to work previously. In the Delta tier, you should expect and be prepared for active conflict regardless of war status. If you go to low-security space, you're accepting that risk.
- Some aspects of Gamma and Delta security may change before their release as we finalize the design.
RESOURCES
- Resources are now linked to particular sectors rather than scattered sort of everywhere.
- Debris can no longer be found just anywhere in uncharted space. Instead, certain sectors are known to contain clouds of debris, and you may go to these to salvage. Mostly, these are exactly the same sectors that contained debris before, now under new names. Additionally, uncharted space around these sectors also contains debris.
- Asteroids, similarly, can no longer be found just by exploring uncharted space from any point. Instead, you should look for asteroid belts or clusters and search from there.
- Local artifacts... can you guess? That's right, they're no longer found just anywhere. There is currently one source for them. Solve the mystery! Clue: Pivotal battle of the Outsider War.
UPCOMING CHANGES
- Firstly, the game will probably be full of bugs for the next couple of days as we find things that didn't handle the conversion so well. Enjoy!
- We plan to greatly expand the geography of Known Space, in particular adding in sectors at Gamma and Delta security.
- Certain objects in space are likely to be rearranged in the near future, such as space markets, asteroid belt management stations (which are currently nowhere near asteroid belts), stars, and other things.
- Mutuality space is largely untouched by the conversion and is not finalized. It'll probably undergo an overhaul of its own soon.
- Factions will become more important throughout the game and particularly in Delta security.
- The new stations all take the form of tiny placeholders at the moment. These will be built into proper destinations over time.
- Activities such as mail delivery, courier jobs, and running passengers will take security level into account in the near future, and will tend to keep you at the same security tier.
I feel like there should be some kind of Ultra Changelog.
Posted at Sun Aug 15 00:23:26 2010 UTC (1 year, 9 months, 1 day, 21 hours, and 32 minutes ago)I debated whether this should go under the major or minor changelog, but hell, nothing major at all has happened for quite a while!
A new quest has been added oriented around ground combat. I don't want to spoil the surprise, but the end of this quest will earn you a fun reward and reveal the direction in which this system will expand next.
Enjoy!
Posted at Thu May 27 00:34:00 2010 UTC (1 year, 11 months, 22 days, 21 hours, 21 minutes, and 26 seconds ago)DIFFICULTY LEVELS ADDED TO BEACON DROPS
When you launch a beacon, you will first be prompted for a signal strength. This directly affects the level of enemy response.
Previous beacon drops were what is now "standard" strength.
The higher difficulties are indeed quite difficult. The last in particular is very much not recommended, unless your crew is very prepared or you would like to lose your ship in a new and interesting fashion. Seriously.
Posted at Thu Sep 10 15:25:03 2009 UTC (2 years, 8 months, 6 days, 6 hours, 30 minutes, and 23 seconds ago)Transmitters have been altered!
TUNE TRANSMITTER now sets up frequencies similarly to before, with the addition of custom labels.
TRANSMIT
The USE command is no more.
We will soon be releasing craftable objects that expand transmitters to multiple frequencies.
Posted at Sat Apr 25 23:16:30 2009 UTC (3 years, 23 days, 22 hours, 38 minutes, and 56 seconds ago)Organizations have been implemented! Type HELP ORGANIZATIONS for more information.
Posted at Mon Sep 6 23:04:57 2010 UTC (1 year, 8 months, 9 days, 22 hours, 50 minutes, and 29 seconds ago)Game time is now Universal Coordinated Time (UTC). Adjust your robes and wizard hats accordingly.
Posted at Wed Jun 2 18:23:25 2010 UTC (1 year, 11 months, 16 days, 3 hours, 32 minutes, and 1 second ago)So, for the longest time, less secure space actually wasn't that much more dangerous. We have a solution to this startling problem.
Introducing a new mechanic, I like to call it 'heat' but that's not really anything official. It's an invisible statistic that fluctuates based on player presence and some other mysterious factors! As a sector 'heats up', the chance of an ATTACK on the sector becomes more and more likely!
It also might cool off. Sometimes. It depends on what players do.
Posted at Sat Jul 23 13:31:44 2011 UTC (9 months, 24 days, 8 hours, 23 minutes, and 42 seconds ago)Recent Additions and Changes
* The Teslaworld exploring activity is now available.
* Many changes to point balance and changes to the cap system.
Please check OOC/Announcements on your in-game message board reader for details on both of these.
Posted at Sun Jun 14 01:28:24 2009 UTC (2 years, 11 months, 4 days, 20 hours, 27 minutes, and 2 seconds ago)Repairing your hull has had a bit of a makeover.
* You can now only repair your hull (with the REPAIR command) to the last failsafe broken.
* Starship weapon damage globally reduced by 25%.
Note: We want your feedback on this change! These mechanics are not set in stone!
Posted at Wed Dec 15 16:39:34 2010 UTC (1 year, 5 months, 2 days, 5 hours, 15 minutes, and 52 seconds ago)Owners of carrier-type ships rejoice!
In specific carrier-type ships, you can type in STATUS in the docking bay to view a status report for the ships inside the docking bay.
Posted at Mon Oct 5 11:21:47 2009 UTC (2 years, 7 months, 12 days, 10 hours, 33 minutes, and 39 seconds ago)Certain starship abilities now show up visibly in starship descriptions. Enjoy!
Posted at Mon Oct 5 12:04:49 2009 UTC (2 years, 7 months, 12 days, 9 hours, 50 minutes, and 37 seconds ago)A few changes to beacon drops and combat points:
* Fixed an exploit where ships could get credited for beacon drops without fighting.
* Fixed an exploit where players could farm combat points by leaving beacon drops incomplete.
* Removed evasion points for any ship where the control room has weaponry (fighters and other one-person ships, plus corvettes) as the combined point gain proved excessive. Evasion points work as before in larger ships.
* Changed beacon drop cap interval from 24 hours to 22 hours, to account for battle time. This means you can drop a new beacon once one of your previous drops is 22 hours old. You can check this with the INFO command.
Posted at Wed May 20 04:25:10 2009 UTC (2 years, 11 months, 29 days, 17 hours, 30 minutes, and 16 seconds ago)Rental starships! Now at FIND THEM IC. They have a generally modest set of upgrades (in the 200-400 points range) and a beacon launcher.
* Rented starships are rented for one hour.
* Rented starships are NOT subject to point or cadet restrictions. Cadets, rent whatever!
* Starships not returned within that hour are subject to late fees.
* The ship will get taken back when you next land if you're grossly overdue.
* If you get a rental ship destroyed, the next rental ship will be relatively more expensive.
* Rental ship loss affects conquest normally.
* Your reputation for being dangerous with handling a rental starship decays over time, to a certain extent.
Posted at Mon Jan 10 05:21:46 2011 UTC (1 year, 4 months, 6 days, 16 hours, 33 minutes, and 40 seconds ago)Couriering makes a triumphant return! You can apply to be an employee at any courier company HR location, most of which that are currently open are on capital planets!
NEW FEATURES:
- Code modernized for the new generation. There may be bugs. REPORT them!
- 2 new starship classes added to the mix, bringing the number of starships for couriering up to 11. More may be on the way!
- Compared to the old couriering system, it should be much, much faster to get your first few upgrades in courier ship.
- You still only see your money at the end of every week.
- Point payout varies from on-par with mail to somewhat better!
This system is still being balanced, so point and cash payouts are, as always, subject to change. If the payout seems too low or too high, feel free to make a REPORT or post on OOC/Messages to the Staff!
Posted at Mon Jul 12 18:58:08 2010 UTC (1 year, 10 months, 7 days, 2 hours, 57 minutes, and 18 seconds ago)Brand new players can now type CREATE at the game's login screen in order to create a new account, without having to visit the account maintenance website.
You can now also input the email verification code by logging into your account right here on SC.
This doesn't affect any of you in the least, but, uh, tell your friends?
Posted at Fri Aug 28 01:48:24 2009 UTC (2 years, 8 months, 19 days, 20 hours, 7 minutes, and 2 seconds ago)Dear players,
During the forum last week, we polled you players about your desired event schedule. We included "24/7" as a comedy option, and as we should perhaps have predicted, most players chose it. Oh, how we laughed.
Then, afterwards, as we were driving back home in the hostmobile, our laughter faded away, and we began to think. Could there be, perhaps, a way that we could hold more frequent events? And we arrived at the conclusion that YES, there was something we could do. We have the technology.
And so we are proud to make an announcement!
OUR DAILY EVENT SCHEDULE BEGAN TONIGHT.
That is to say, we will aim for daily events, and we'll most likely hold them at least most days of the week. Most will be small and repeatable, and will not advance the plot, but they will be something different to do besides the usual grind. We'll call them minievents! The exact schedule will be unpredictable, but most events will occur during our normal peak hours (about 6pm to 11pm game time).
Rest assured that the addition of minievents will not interfere with our schedule for plot events, small or large. This will be an addition, not a replacement.
Enjoy!
With love,
The hosts
P.S. Write back soon!
Posted at Mon Sep 21 00:25:04 2009 UTC (2 years, 7 months, 26 days, 21 hours, 30 minutes, and 22 seconds ago)BOARD READERS BOARD READERS BOARD READERS
Posted at Mon Mar 16 20:11:05 2009 UTC (3 years, 2 months, 3 days, 1 hour, 44 minutes, and 21 seconds ago)This doesn't matter to any of you currently connected, but I did it and that means I am going to announce it. INTRODUCING HELPFUL HELPER NEWBIE DRONES! These will describe the intricacies of various important rooms to new players, as well as guide them step-by-step through their first salvaging trip. The purpose is to provide an alternative to wading through help files and going through the tutorial (which we find a lot of new players skip just prior to complaining about not knowing what to do) and let new players jump right into making progress without feeling lost. Enjoy! P.S. You can't actually enjoy these, they're for newbies.
Posted at Tue Aug 18 00:04:18 2009 UTC (2 years, 8 months, 29 days, 21 hours, 51 minutes, and 8 seconds ago)Starship bounty rewards have been reworked!
1) First of all, bounty wasn't being awarded for ship kills at all a lot of the time. This has been fixed!
2) Now everyone who contributes to the destruction of an enemy ship gets a piece of the bounty, in proportion to how much they contributed.
3) The crew of the ship that lands the killing shot each get a bigger piece of the bounty, with the largest bonus going to the person who actually made the kill.
As always, bounty is actually awarded when you land at an alliance-controlled port.
Posted at Wed Mar 11 21:34:53 2009 UTC (3 years, 2 months, 8 days, 20 minutes, and 33 seconds ago)Announcing organization command stations!
-----------
Org stations are the cool place to hang out. You can find most of the cool people there. In an org station you can just chill and do whatever and totally relax. "Take it easy" is the org station motto, for example, that's how laid back it is there. Show up if you want to have a good time. Another good reason to show up is if you want to hang out with friends.
-----------
Organization stations are available, for the moment, at 1000 industry and 500 starship combat points. That's org points, of course. Most of the current active orgs are at that point or pretty close to it, so it seems like a good place to start.
ICly, organization stations are prefabricated outposts already dotted somewhere in your alliance's space, in the new sector called "[something] Territories" which you may or may not already have noticed. When your organization qualifies for one and is willing to pay a small (very large) fee, one of these stations is powered, filled with air, and then belongs to your organization.
Not much is there to begin with (particularly since I haven't yet added anything that the control room actually does). However, you can add modular upgrades to your station for varying costs and at different point levels. Most of these are built off of your station's corridors, so if you're out of room, one of the upgrades is a corridor expansion.
As indicated in the first informative paragraph, most of the current upgrades are basically fluff and social areas, though still cool to have. Eventually, we'll be moving onto upgrades that create real mechanical advantages and new org-based activities. The purpose of today's changes are just to get the basis of the system completed and tested.
If you have ideas for more fluff areas or org-based activities, let us know! The REPORT command or a MTTS message (if you know we're around) is best for this.
A final note: this sort of thing is very difficult to test without creating a mess in the game world, so, well, I didn't test much of it beyond the initial station creation (which will probably find a way to break anyway). I will almost certainly be making some unfortunate pioneering player stand there trying the same thing over and over while I fix a dozen errors. Apologies in advance!
Posted at Sun Jul 3 00:16:35 2011 UTC (10 months, 16 days, 21 hours, 38 minutes, and 51 seconds ago)For greater ease in determining in which cases ships are transferrable, the INFO command now shows the highest point requirements of the hull and installed components.
It's important to note that this information was freely available previously, but it's easier to know now. These point requirements DO NOT include special enhancements to the ship, like the alliance specific upgrades, so being aware of those requirements is up to you.
As always, transferring ships to other players who do not meet the point requirements or belong to other alliances, or who otherwise could not get the same ship and components for themselves, is illegal by Policy 6.
Posted at Thu Sep 17 16:44:28 2009 UTC (2 years, 7 months, 30 days, 5 hours, 10 minutes, and 58 seconds ago)Teslaworld 2.0 is released!
Teslaworld is now an actual planet deep in EAOS space. Tesla activities will take place here using your battlesuit.
The Tesla branches at each capital spaceport will no longer function. HOWEVER, there is a NPC in each one that will transport your battlesuit to Teslaworld for a nominal fee, in case you don't have access to a Gemini or mule.
The Teslaworld help file has been updated and should answer most of your questions, though some things are left to discover on your own.
Upcoming features:
- More content! Mission variety is low right now, so that will be a priority, particularly a new equivalent to Tesla exploring.
- More Tesla-specific abilities. Right now all you get are detection and resource extraction abilities, but there will be more to be gained from various quests!
This change is intended to create a highly scalable way to gain credits and industry points. Highly scalable means it should be a very good source of both at all point levels! However, we must take care that it isn't TOO good, so expect rebalancing and adjustments for a few days.
Also, I've only tested this in pieces, so bear with us if you run into problems and make liberal use of your REPORT command.
Posted at Sun Jan 23 16:15:50 2011 UTC (1 year, 3 months, 24 days, 5 hours, 39 minutes, and 36 seconds ago)Adding new functionality to the helpfile system!
If you ask for help on a nonexistent help file, it'll ask you if you want to search the help system for it. If you say yes, then the MAGIC happens.
You can also access this new functionality with @SEARCHHELP.
Posted at Fri Aug 14 01:33:25 2009 UTC (2 years, 9 months, 2 days, 20 hours, 22 minutes, and 1 second ago)Introducing Star Conquest's Recent Events web page!
http://moo.squidsoft.net:7779/recentevents
The page currently covers only the beta week and opening night event. It will be updated with additional recent happenings shortly!
Posted at Tue Mar 10 14:25:38 2009 UTC (3 years, 2 months, 9 days, 7 hours, 29 minutes, and 48 seconds ago)Salvagers! Feeling a little insecure with pirates around and no one there to protect you? Hopefully there are people leaping to your aid, but you still have to abandon your salvaging. And, of course, there's nothing really in it for them. Or is there?
INTRODUCING SALVAGE OPS. The cool new way to salvage!
Salvage ops are a way to put salvagers and defenders together and make sure each are adequately compensated for their time. For much greater detail, check HELP SALVAGE OPS.
Doing a salvage op gets very, very slightly more points and credits than regular salvaging! And organization station salvage processing bonuses apply if you take your canister there!
The plan is for this to be slightly more worthwhile points-wise than regular salvaging, to make it worth the time, and to be fairly worthwhile in credits as well. But there are a lot of numbers to tweak, so it'll probably take a while to arrive at a good balance. Bear with us! Also, this system will branch into the next step in command points and organization construction.
Posted at Tue Jul 26 22:19:14 2011 UTC (9 months, 20 days, 23 hours, 36 minutes, and 12 seconds ago)Attention Cadets: Introducing PROMPTED PROFILES!
For those who are new to writing profiles or having trouble knowing what to write and what to avoid writing, we now have a series of prompts (for standard profiles only) that you may choose to use.
You should still try to choose a unique character concept on your own, but the prompts will help you keep track of your character's general circumstances and break things down into smaller, easier pieces.
As before, when you want to write your profile, just type the PROFILE command. You will be asked if you want to use the prompts.
Good luck!
Posted at Sun Aug 9 15:11:03 2009 UTC (2 years, 9 months, 7 days, 6 hours, 44 minutes, and 23 seconds ago)Trade routes!
I've grown tired of complaints and seeing other players harassed about using EVERYONE'S FAVORITE ROUTE (which is kind of silly, by the way, unless you're RPing someone kind of irrational; nobody owns any trade route). To alleviate this, a second, somewhat equivalent route has been added. It will probably be hard to find. Enjoy!
Posted at Tue Aug 11 18:45:32 2009 UTC (2 years, 9 months, 5 days, 3 hours, 9 minutes, and 54 seconds ago)Newsfeed aggregators are now available at any reputable comm store! These show headlines from minor news sources and is more related to mundane things, as opposed to the ship-based news system.
Posted at Thu Jul 16 00:55:16 2009 UTC (2 years, 10 months, 3 days, 21 hours, and 10 seconds ago)HI BILLY MAYS HERE. In an effort to make engineering a more valued occupation aboard a ship, not to mention more interesting to do, the following changes have occurred!
First of all, most of these changes apply only to large ships with dedicated engineering rooms.
- Upon entering the engineering room of any ship, you will begin familiarizing yourself with your surroundings. After a few moments, you are familiarized! But if you leave again for longer than moment, the process will have to repeat.
- Repairs of larger ships are slower! UNLESS they are started and maintained by a person who is familiarized with the engineering room, in which case they will proceed at their usual rate.
This boils down to the idea that someone who runs in to start a repair and immediately runs back out again is not as effective as someone who stands there and sees to repairs in a dedicated fashion.
BUT WAIT, THERE'S MORE!
- Advanced engineering techniques are available! These allow a dedicated engineer to do things like rapidly repair a single component, or the entire ship.
- And now a bad thing! Combat energy grid on larger ships will be more of a limitation!
- But dedicated engineers can also shunt energy to a specific weapon room, or to all the rooms at once! To see how the weapon rooms are doing, there is a WEAPONS command in the engineering room!
- Advanced engineering techniques EARN POINTS which should be roughly on par with the points earned from lock evasions and gunnery!
- These techniques are done with particular crafted items. The license and toolset for these items ARE NOT available at the crafting store! So what should you do?! These things are available in a very special way! Perhaps there has been some hint of this already! Go explore!
Good luck! Report any issues!
Posted at Sat Jan 9 21:24:52 2010 UTC (2 years, 4 months, 7 days, 30 minutes, and 34 seconds ago)Introducing the CONQUEST OF THE STARS system! Simply put, this is a new system designed to encourage competition among the alliances. Although its initial implementation is small and simple, our aim is for the core Star Conquest game to eventually revolve around this system (hence the lame name).
You can view Conquest results at any time by typing CONQUEST. Conquest results will also always show up in the welcome message when you first connect to the game.
The effects of certain activities and the nature of the benefits for winning will be prone to a lot of rebalancing for a while.
Posted at Wed Oct 14 16:55:34 2009 UTC (2 years, 7 months, 3 days, 4 hours, 59 minutes, and 52 seconds ago)Star Conquest's unarmed combat system is now in effect. This is a way to grapple, disarm, and cause (usually) minor injuries to opponents.
The PUNCH, KICK, and TACKLE commands are now part of this combat system.
Posted at Sat Feb 28 21:18:54 2009 UTC (3 years, 2 months, 19 days, 36 minutes, and 32 seconds ago)Announcing...
NEW FIRMWARE FOR YOUR FLIGHT CONTROL SCANNERS!
You can now TUNE flight control scanners TO either the 'public' scanner or your alliance's scanner. The public scanner is functionally identical to the old behaviour of flight control scanners.
Posted at Thu Oct 8 08:20:10 2009 UTC (2 years, 7 months, 9 days, 13 hours, 35 minutes, and 16 seconds ago)The courier system has been fully integrated with the faction system. This shouldn't change anything on the player side, but it'll pave the way for new and exciting parts of NEWSPACE!
Posted at Thu Aug 12 17:23:11 2010 UTC (1 year, 9 months, 4 days, 4 hours, 32 minutes, and 15 seconds ago)NEWS in ship control rooms now displays the last 10 headlines instead of just 5.
Posted at Wed Nov 17 03:21:36 2010 UTC (1 year, 5 months, 30 days, 18 hours, 33 minutes, and 50 seconds ago)Added some additional ship class characteristics; i.e., things that apply to all scouts, cruisers, etc.
New characteristics added are instantaneous speed (mostly mild penalties to larger ships -- it's an experiment) and maximum cruise speed (scouts have a large bonus here, for example).
These as well as the characteristics that were added before to boost small ships are now displayed in ship stores.
Apologies if your engine stats fluctuated for a few minutes. The speed bonus was being applied as the inverse for a little while!
Posted at Thu Jan 5 02:39:17 2012 UTC (4 months, 11 days, 19 hours, 16 minutes, and 9 seconds ago)Alliance blacklists have changed somewhat!
In the past, they were effectively permanent and could make the game effectively unplayable!
No more!
Now, while they have a similar short term effect, at the beginning of every liaison term after the base time for the blacklist has elapsed there will be an opportunity for players to vote for or against unblacklisting. Democracy!
Posted at Thu Jan 5 04:44:06 2012 UTC (4 months, 11 days, 17 hours, 11 minutes, and 20 seconds ago)Voices and Space Defense Captains can now view the blacklist for their alliance, as well as minimum time before blacklist renewal.
Posted at Thu Jan 5 14:11:21 2012 UTC (4 months, 11 days, 7 hours, 44 minutes, and 5 seconds ago)Org station locker rooms are now slightly more functional than before. Also, you can UNDRESS in them properly. Also, 'my locker' will always match your locker, just in case there's a lot and you can't find yours.
Posted at Fri Jul 8 00:46:54 2011 UTC (10 months, 11 days, 21 hours, 8 minutes, and 32 seconds ago)Certain org station rooms are now lockable and should work similarly to civilian liaison office locks.
Posted at Fri Jul 8 02:25:52 2011 UTC (10 months, 11 days, 19 hours, 29 minutes, and 34 seconds ago)Control rooms now show a more limited version of the damage display.
Posted at Fri Jul 8 02:43:48 2011 UTC (10 months, 11 days, 19 hours, 11 minutes, and 38 seconds ago)Repair & rearms owned by organizations now offer a slight discount when they are owned by pilots, and a slightly deeper discount to organization members.
A few new upgrades have been added.
Battle analysis scanners have been added to boost beacon drop activity in the area. Check the organization space station help file. No one yet qualifies for this! Enjoy!
Posted at Fri Jul 8 21:29:39 2011 UTC (10 months, 11 days, 25 minutes, and 47 seconds ago)Advanced pilot commands are now in the game!
These have a different focus than advanced engineering, and tend to require good tactical and situational awareness to use to your advantage. They are also higher level, starting at 500 combat points.
These new abilities are accessible via a quest. This is something you should look for on your own. An in-character hint has been dropped within the last 24 hours and it is accessible to all players, and this should be your first lead. Recall that while you might read the changelog, your character does not, so there is no in-character way to ask "Where are the new pilot abilities?" unless you've really seen someone else use them.
Additional engineering abilities are planned soon, as well as a new system related to gunnery, to complete the trifecta.
Posted at Sun Feb 14 20:32:16 2010 UTC (2 years, 3 months, 2 days, 1 hour, 23 minutes, and 10 seconds ago)Excellent news! Despite absolutely no demand, blindfolds are now functional! Sort of!
Posted at Fri Sep 23 19:29:31 2011 UTC (7 months, 24 days, 2 hours, 25 minutes, and 55 seconds ago)Voting machines have been slightly altered to also work with organizations. They come with the conference room. Please report any issues with the new or old voting machines.
Posted at Wed Jul 6 01:56:17 2011 UTC (10 months, 13 days, 19 hours, 59 minutes, and 9 seconds ago)Fixed a serious exploit where pilots could allow their gunners to fire while avoiding a response from the enemy starship.
Posted at Wed Jul 6 03:34:59 2011 UTC (10 months, 13 days, 18 hours, 20 minutes, and 27 seconds ago)After having thought long and hard about a suitable activity to replace salvaging, I finally arrived at an answer: MORE SALVAGING!
But seriously. I'll keep prioritizing new industry activities, which are by far the most-wanted thing on the recent survey, but in the meantime, salvaging is less completely mind-breaking and less of a grind now.
Anyway, onto the actual changes.
- Debris chunks now appear in debris sectors.
- Your ship now has an array of crappy stock salvaging equipment, as will all new ships from now on.
- Salvage equipment stores added to all capital spaceports.
- Salvaging help file updated.
Have at it!
Posted at Sun Sep 26 17:16:25 2010 UTC (1 year, 7 months, 21 days, 4 hours, 39 minutes, and 1 second ago)Added salvaging equipment to the engineering room STATUS display. Also made it a little prettier while I was in there.
Posted at Sun Sep 26 18:23:37 2010 UTC (1 year, 7 months, 21 days, 3 hours, 31 minutes, and 49 seconds ago)Added value of installed salvage equipment to ship worth.
Took point requirements of installed salvage equipment into account under the INFO command.
Posted at Sun Sep 26 18:42:12 2010 UTC (1 year, 7 months, 21 days, 3 hours, 13 minutes, and 14 seconds ago)Fixed a bug with the salvaging minigame's hints and improved some of the hinting.
Posted at Sun Sep 26 19:26:37 2010 UTC (1 year, 7 months, 21 days, 2 hours, 28 minutes, and 49 seconds ago)Smart title/key placement:
- Now on by default. Type GENERAL-OPTIONS to toggle this.
- Fixed a case where keys would fail to be placed on keychains if no title container could be found.
- The ubiquitous cloth sack will now be automatically worn and used as a title container if no other container is found.
- The above changes basically serve to make the entire key-receiving process painless for brand new players.
Posted at Tue Nov 24 20:29:52 2009 UTC (2 years, 5 months, 23 days, 1 hour, 25 minutes, and 34 seconds ago)Fixed a bug/exploit where players could over-nest ships.
Posted at Tue Dec 7 05:57:06 2010 UTC (1 year, 5 months, 10 days, 15 hours, 58 minutes, and 20 seconds ago)Fixed a bug in felo genetic inheritance.
Posted at Tue Dec 7 06:42:57 2010 UTC (1 year, 5 months, 10 days, 15 hours, 12 minutes, and 29 seconds ago)Fixed a bug with felo not getting nutrients from bari.
Posted at Tue Dec 7 07:39:18 2010 UTC (1 year, 5 months, 10 days, 14 hours, 16 minutes, and 8 seconds ago)Felo chow now has more different effects with certain felo.
Posted at Tue Dec 7 10:21:25 2010 UTC (1 year, 5 months, 10 days, 11 hours, 34 minutes, and 1 second ago)Changed felo asexual reproduction somewhat! Hooray!
Posted at Tue Dec 7 17:09:18 2010 UTC (1 year, 5 months, 10 days, 4 hours, 46 minutes, and 8 seconds ago)Felo nests can now have 'litters' from a single reproduction. Note: Felo are still produced one-at-a-time.
Posted at Tue Dec 7 17:28:15 2010 UTC (1 year, 5 months, 10 days, 4 hours, 27 minutes, and 11 seconds ago)Felo chow bags and bowls (renamed feeding troughs!) are now much larger for reduced micromanagement (and reduced felo death while you're asleep). The small sizes are available separately in the same shop if anyone is interested for whatever reason.
Posted at Tue Dec 7 22:56:12 2010 UTC (1 year, 5 months, 9 days, 22 hours, 59 minutes, and 14 seconds ago)Fixed a couple issues with the cadet questgiver.
- Cadet buoys will no longer spawn EVERYWHERE and stick around forever.
- You should now properly get credit for killing RATS, allowing cadets to finish the combat portion of the quest.
Posted at Sat Feb 6 14:41:47 2010 UTC (2 years, 3 months, 10 days, 7 hours, 13 minutes, and 39 seconds ago)You can now use @GIVE-PROPS to give props to someone for their exceptional roleplaying prowess on the popular starship game Star Conquest. Use it when you mean it, it means more when you do it like that!
Posted at Sun Feb 7 02:11:14 2010 UTC (2 years, 3 months, 9 days, 19 hours, 44 minutes, and 12 seconds ago)Communicators should now garble properly inside RATS nests and similar ground mission sorta-thingydoos.
Posted at Sun Feb 7 03:10:42 2010 UTC (2 years, 3 months, 9 days, 18 hours, 44 minutes, and 44 seconds ago)Debris in Mutuality space should be a little bit more exciting now.
Posted at Sat Nov 7 00:34:28 2009 UTC (2 years, 6 months, 9 days, 21 hours, 20 minutes, and 58 seconds ago)Knocking on ships has been fixed. Hopefully.
Posted at Mon Aug 10 15:25:50 2009 UTC (2 years, 9 months, 6 days, 6 hours, 29 minutes, and 36 seconds ago)You may have noticed a small change in your ship name! (Especially if you're Mutuality) DO NOT PANIC. THIS IS INTENTIONAL.
Posted at Tue Aug 11 02:03:28 2009 UTC (2 years, 9 months, 5 days, 19 hours, 51 minutes, and 58 seconds ago)Made a few more things ready for the switch to the new space system: debris generation, asteroid generation, artifact generation, and detection of when ships enter or leave communications range. Please report any issues you notice.
Posted at Tue Aug 10 21:04:53 2010 UTC (1 year, 9 months, 6 days, 50 minutes, and 33 seconds ago)Skimming might be slightly faster now.
Posted at Tue Sep 7 01:32:40 2010 UTC (1 year, 8 months, 9 days, 20 hours, 22 minutes, and 46 seconds ago)Fixed a few more code issues with skims. In short, they should be less buggy, more easily debugged, and generally about as fast as they used to be.
Posted at Tue Sep 7 01:52:25 2010 UTC (1 year, 8 months, 9 days, 20 hours, 3 minutes, and 1 second ago)Fixed a bug in the mileage display.
Posted at Tue Sep 7 02:38:24 2010 UTC (1 year, 8 months, 9 days, 19 hours, 17 minutes, and 2 seconds ago)Disarming kicks should work again! YES
Posted at Tue Sep 7 03:11:32 2010 UTC (1 year, 8 months, 9 days, 18 hours, 43 minutes, and 54 seconds ago)Some more ground combat balance changes...
* Gravitic weapon damage increased slightly.
* Gravitic weapon accuracy decreased.
* Chaingun weapon damage increased.
* Laser weapon accuracy increased.
Some more changes are possibly on the horizon.
Posted at Tue Sep 7 16:53:19 2010 UTC (1 year, 8 months, 9 days, 5 hours, 2 minutes, and 7 seconds ago)Organizations will no longer list inactive members, but they will still be members if they begin playing again.
Organization founders can now see point contribution percentages as well as how many points have been contributed by each member.
Posted at Mon Jul 4 15:43:19 2011 UTC (10 months, 15 days, 6 hours, 12 minutes, and 7 seconds ago)Fixed up the Teslaworld minimodule shoppe menu so it is readable.
Fixed a bug where mines and barriers from defense missions could be preserved.
Posted at Mon Jul 4 17:51:41 2011 UTC (10 months, 15 days, 4 hours, 3 minutes, and 45 seconds ago)Voluntary renames for characters are temporarily disabled until we can create an approval process to ensure the new name makes sense in character.
Posted at Wed Feb 3 12:15:00 2010 UTC (2 years, 3 months, 13 days, 9 hours, 40 minutes, and 26 seconds ago)I may have added SIEGE to every lounge everywhere. I didn't pay attention to what the room actually was, as long as it had "lounge" in the name. The game may or may not actually work. Enjoy!
Posted at Sun Feb 13 04:45:07 2011 UTC (1 year, 3 months, 3 days, 17 hours, 10 minutes, and 19 seconds ago)There is also a Siege help file.
Posted at Sun Feb 13 04:45:53 2011 UTC (1 year, 3 months, 3 days, 17 hours, 9 minutes, and 33 seconds ago)Trying some Siege changes, since I haven't examined this game in a good few years. It seems like the defender certainly wins more than half the time. So:
- Reduced the outpost defense bonus.
- Added a powerful named siege card.
- Displayed more information about the ongoing game in the room's description.
I might change a couple more things, but I'm not going to spend a lot of time on it!
Posted at Sun Feb 13 16:54:38 2011 UTC (1 year, 3 months, 3 days, 5 hours, and 48 seconds ago)I've finally thought of stuff to be in Voice reports. You can have the various liaison term stats that we've been quietly tracking in your very own weekly report. The first ones have just been delivered.
Posted at Sun Feb 13 18:57:36 2011 UTC (1 year, 3 months, 3 days, 2 hours, 57 minutes, and 50 seconds ago)Added a new Tesla mission! It requires 200 Teslapoints and 250 ground combat, and everyone in your group must also have 250 ground combat. It's an entirely new type of mission, and while I've tested most of it, it will certainly break the moment anyone tries it, which is what always happens. You have been warned. We'll probably also have to make changes to its difficulty one way or the other. Enjoy!
Posted at Sun Feb 13 22:18:02 2011 UTC (1 year, 3 months, 2 days, 23 hours, 37 minutes, and 24 seconds ago)Tesla salvaging monetary reward has been slightly increased. Point reward remains unchanged for now.
Posted at Thu May 14 22:31:56 2009 UTC (3 years, 4 days, 23 hours, 23 minutes, and 30 seconds ago)Beacon drops: Corin hinted at it ICly, but just to clarify, beacon drops (or at least credit for them) is capped at two in 24 hours, to keep combat point gain somewhat rate-limited.
Posted at Thu May 14 23:06:48 2009 UTC (3 years, 4 days, 22 hours, 48 minutes, and 38 seconds ago)For further clarity, the INFO command now includes: 1) Your last mining site completion times, 2) Your last beacon drop times, and while I was at it, 3) The worth of your starships.
Posted at Thu May 14 23:59:39 2009 UTC (3 years, 4 days, 21 hours, 55 minutes, and 47 seconds ago)The strength of attackers responding to heat will now be influenced by the grade of debris in the area. This should make salvage ops more exciting!
Posted at Wed Aug 10 00:24:23 2011 UTC (9 months, 6 days, 21 hours, 31 minutes, and 3 seconds ago)A form of encouragement toward population balance now exists during character generation. Characters potentially joining low population alliances will be offered a moderate point gain bonus up to 500 aggregate points. The actual bonus rate is determined dynamically by active population differences.
Posted at Wed Aug 10 00:29:42 2011 UTC (9 months, 6 days, 21 hours, 25 minutes, and 44 seconds ago)The 'op' command now works while experiencing roundtime.
Posted at Wed Dec 21 08:54:01 2011 UTC (4 months, 26 days, 13 hours, 1 minute, and 25 seconds ago)Heat wave ships will now only be of the same type as any already present. No more IFS jumping in to fight the Outsiders!
Posted at Sat Oct 22 04:01:15 2011 UTC (6 months, 25 days, 17 hours, 54 minutes, and 11 seconds ago)Beard-B-Gone(tm) should begin actually working at its next application. If still not satisfied, return it for double your money back! (Offer does not apply in known universe.)
Posted at Tue Jun 28 21:27:50 2011 UTC (10 months, 21 days, 27 minutes, and 36 seconds ago)A change to the process for new players which doesn't affect anyone currently reading this!
New players will no longer have to have their email address verified before they can connect to the game. However, a player without a verified email address will be treated as a cadet regardless of their profile status.
The reason for this, like the cadet system itself, is to give new players an impression of the game before they have to start jumping through hoops to play it, and also to make it easier for new players to obtain help if they're having trouble with the process.
Posted at Wed Jun 23 18:27:12 2010 UTC (1 year, 10 months, 26 days, 3 hours, 28 minutes, and 14 seconds ago)Added a @PASSWORD command to change your account password.
Posted at Tue Feb 1 15:46:26 2011 UTC (1 year, 3 months, 15 days, 6 hours, and 9 minutes ago)Liaison stuff!
Responded to all pending messages to liaisons.
Added staff nagging to ensure each message gets a response. Target response time is 6-12 hours, up to 24 if we're all busy or something.
Added extra furniture and things as several people had requested.
Added official stationery to be found on your desks.
Added non-graphical rundown to space defense captain terminal.
Added squad composition overview to ground squad leader terminal.
Posted at Tue Feb 1 16:55:46 2011 UTC (1 year, 3 months, 15 days, 4 hours, 59 minutes, and 40 seconds ago)Made Teslaworld a moon like it's supposed to be.
Posted at Tue Feb 1 17:00:57 2011 UTC (1 year, 3 months, 15 days, 4 hours, 54 minutes, and 29 seconds ago)New ground mission command: SQUAD to see the status of everyone on the ground. Also, you can SAY anywhere and everyone will still hear you regardless of where they are. This is called squad communication!
Posted at Sun Apr 5 04:20:52 2009 UTC (3 years, 1 month, 13 days, 17 hours, 34 minutes, and 34 seconds ago)ATTENTION! Given the extreme inconvenience of the Hudson River Ferry, we've implemented a subway system in Manhattan. At the moment, it only transports you between the Spaceport and Battery Park, but it will be expanding soon. Enjoy the enhanced convenience! (*Remember to bring League credits.)
Posted at Wed Apr 8 02:04:43 2009 UTC (3 years, 1 month, 10 days, 19 hours, 50 minutes, and 43 seconds ago)Civilian liaison room descriptions should now FULLY INFORM YOU of the current status of all relevant doors!
Posted at Mon Jan 31 02:53:59 2011 UTC (1 year, 3 months, 16 days, 19 hours, 1 minute, and 27 seconds ago)Added a 'fleet composition overview' option to the Space Defense Captain terminal.
Posted at Mon Jan 31 15:01:11 2011 UTC (1 year, 3 months, 16 days, 6 hours, 54 minutes, and 15 seconds ago)The fleet composition overview should be slightly faster now!
Posted at Mon Jan 31 15:11:24 2011 UTC (1 year, 3 months, 16 days, 6 hours, 44 minutes, and 2 seconds ago)Asteroids should now properly utilize INTRASECTOR ENGINE 2.0's new, exciting, and lemon-scented acceleration speeds.
Posted at Tue Feb 9 03:32:13 2010 UTC (2 years, 3 months, 7 days, 18 hours, 23 minutes, and 13 seconds ago)As mentioned during the forum, some options have been added to make ground combat less overwhelming.
- Incoming ground combat text can be selectively filtered by typing FILTER while in your battlesuit. There are two presets, plus the ability to set everything manually. Screen reader users should probably start with the minimal preset and tweak it to their liking from there.
- Damage threshold warnings should now be appropriately colored depending on whether they're for you, an ally, or an enemy, as long as you've selected to color ground missions in your color options.
Had to dig through all kinds of things to add this, so some basic aspects of ground combat could be broken. Report any issues!
Posted at Mon Jan 18 19:23:07 2010 UTC (2 years, 3 months, 29 days, 2 hours, 32 minutes, and 19 seconds ago)Our latest and quite possibly greatest innovation is complete!
A ship's head is now available for your last-minute needs and to ease your pain on those long exploration trips. You can find it in your storage room by typing GO HEAD. Go! Right now!
Posted at Mon Jan 18 23:11:43 2010 UTC (2 years, 3 months, 28 days, 22 hours, 43 minutes, and 43 seconds ago)New object matching functionality!
In addition to other, third, etc., you can now type MY whatever. This will match only objects that are yours: things that you bought or last had possession of.
Tracking of who last had possession of an object has just been added, and may therefore be unreliable for older items until they've been held by you.
Posted at Tue May 26 01:51:41 2009 UTC (2 years, 11 months, 23 days, 20 hours, 3 minutes, and 45 seconds ago)Added HELP MISCONCEPTIONS along with HELP ROLEPLAYING. These files are intended to help people roleplay better, or at least know exactly what sort of character they're playing!
Posted at Fri Jan 6 09:00:33 2012 UTC (4 months, 10 days, 12 hours, 54 minutes, and 53 seconds ago)You've probably already noticed it by now, but....
INTRODUCING COMMUNICATIONS SIGNAL STRENGTH!
As you go further out from beaconed space, your communications get progressively more garbled! Different beacons work flawlessly out to different ranges!
Posted at Fri Jan 22 14:44:31 2010 UTC (2 years, 3 months, 25 days, 7 hours, 10 minutes, and 55 seconds ago)Added flight control scanners to the magical signal strength mothing.
Posted at Fri Jan 22 17:51:22 2010 UTC (2 years, 3 months, 25 days, 4 hours, 4 minutes, and 4 seconds ago)now you can either mtts in RT or every command you enter will traceback. who knows.
Posted at Tue Jan 18 01:17:13 2011 UTC (1 year, 3 months, 29 days, 20 hours, 38 minutes, and 13 seconds ago)Changed how damage works relating to launchers and turrets and such. Net result is that launcher-wielding ships should be a little bit better at not losing their damage output when they get shot when they're otherwise undamaged.
Posted at Tue Jan 18 05:31:06 2011 UTC (1 year, 3 months, 29 days, 16 hours, 24 minutes, and 20 seconds ago)Load balancing in mining sites totally works now.
Posted at Tue Jan 18 17:42:55 2011 UTC (1 year, 3 months, 29 days, 4 hours, 12 minutes, and 31 seconds ago)Asteroid mining sites are now linked to asteroid hauling place things.
Posted at Tue Jan 18 21:23:09 2011 UTC (1 year, 3 months, 29 days, 32 minutes, and 17 seconds ago)Added playerbase statistics information to the player-accessible command @WHO/USERS.
Posted at Thu Apr 15 00:06:23 2010 UTC (2 years, 1 month, 3 days, 21 hours, 49 minutes, and 3 seconds ago)Non-pilot roles can now be chosen from character generation. This marker designates anyone not a pilot. They can't fly a ship, but for whatever reason they've managed to land themselves in deep with pilots. They have a communicator, but it can't access encrypted channels.
It's mostly for experienced roleplayers who want a purely social role who aren't interested in the mechanics aspect of Star Conquest. We'll see how it works out!
Posted at Mon Jul 18 02:54:52 2011 UTC (10 months, 1 day, 19 hours, and 34 seconds ago)Revamped some aspects of the profile system.
* Enhanced host profile management so we can pinpoint problems quickly and speed up the playing process!
* Revamped prompted profiles! They're a little vaguer but point you more in the direction that we want profiles to be.
* Changed some text in the profile system to make it less spammy AND point players in the direction of our handy dandy profile help files!
* Profiles cause hosts to go on code-enforced violent murder sprees 17% less often.
Posted at Mon Jul 18 12:37:31 2011 UTC (10 months, 1 day, 9 hours, 17 minutes, and 55 seconds ago)A slight math error has swapped the numbers 17 and -17. A fix will come into effect in a few days.
Posted at Mon Jul 18 12:38:11 2011 UTC (10 months, 1 day, 9 hours, 17 minutes, and 15 seconds ago)Since an organization command station actually exists now, it seems like a good idea to update some help files!
HELP ORGANIZATION contains a bit more information, in particular clarifying the situation with organization points.
HELP ORGANIZATION SPACE STATIONS is a new file. It's actually a bit more like an outline of a help file, but it will expand as the system is fleshed out.
Posted at Tue Jul 5 22:11:54 2011 UTC (10 months, 13 days, 23 hours, 43 minutes, and 32 seconds ago)r-tags no longer expire while the player is a cadet (however they expire normally afterwards).
Posted at Sun Nov 8 22:27:46 2009 UTC (2 years, 6 months, 7 days, 23 hours, 27 minutes, and 40 seconds ago)You can now check a quantum entanglement communication device by looking at it!
Posted at Mon Nov 9 02:40:06 2009 UTC (2 years, 6 months, 7 days, 19 hours, 15 minutes, and 20 seconds ago)Blown up ships are mildly unlikely now to end up on an escape pod to Mir.
Posted at Sat Dec 11 18:43:04 2010 UTC (1 year, 5 months, 6 days, 3 hours, 12 minutes, and 22 seconds ago)Felo should now be smarter about finding food. In particular they will now note the location of food even when they're not hungry so that they can find it later.
Posted at Sat Dec 11 20:00:42 2010 UTC (1 year, 5 months, 6 days, 1 hour, 54 minutes, and 44 seconds ago)Attention beardhavers: Be extra careful when grooming yourself. What is lost may not be so easily regained.
Posted at Thu Feb 10 05:21:40 2011 UTC (1 year, 3 months, 6 days, 16 hours, 33 minutes, and 46 seconds ago)Dozing will now act more like not being connected at all in certain cases, such as when proteges choose you as a mentor. Also, if you unidle from a sufficiently long doze, you will now see the "Welcome back to Star Conquest!" message along with the "connect report" that follows which no one reads.
Posted at Thu Feb 10 14:50:46 2011 UTC (1 year, 3 months, 6 days, 7 hours, 4 minutes, and 40 seconds ago)Felo genetic mutations are somewhat more rare now.
Posted at Fri Dec 10 18:43:37 2010 UTC (1 year, 5 months, 7 days, 3 hours, 11 minutes, and 49 seconds ago)Fixed a bug in Ye Olde Custome Rolleraketery Shoppe.
Posted at Fri Dec 10 19:10:43 2010 UTC (1 year, 5 months, 7 days, 2 hours, 44 minutes, and 43 seconds ago)And now, two completely unrelated changes!
- A certain breed of felo has been renamed to something else.
- The who list now displays tags for mentors.
Posted at Fri Dec 10 23:39:14 2010 UTC (1 year, 5 months, 6 days, 22 hours, 16 minutes, and 12 seconds ago)Fixed an exploit that allowed asteroid haulers to haul while unpowered.
Posted at Sun Dec 6 09:28:36 2009 UTC (2 years, 5 months, 11 days, 12 hours, 26 minutes, and 50 seconds ago)Added HELP SOCIALS.
Posted at Mon Dec 14 17:05:28 2009 UTC (2 years, 5 months, 3 days, 4 hours, 49 minutes, and 58 seconds ago)Fixed the ability to use a social command on 'me' over the comms, which had been broken by one METEU GAMREY.
Posted at Mon Dec 14 17:18:17 2009 UTC (2 years, 5 months, 3 days, 4 hours, 37 minutes, and 9 seconds ago)Server changes SQ-0.2.4 => SQ-0.3.1 - Oct 7 (f22c8e3)
* Idlers rejoice! The server now sends periodic keepalive packets. May not work in all cases, but it'll probably help out people who drop from the MOO periodically without text from the MOO.
* Sped up a few functions, including noise and isa() handling
* Rebased the server with Lambdamoo 1.8.4 (experimental) which...
- Fixed a ton of memory leaks.
- Fixed a code execution bug that would cause a for loop to be actually an infinite loop.
- Sped up ALL code execution through the magic of caching.
- Lots of other behind-the-scenes stuff that makes us run faster.
- Did some more changes of dubious utility! Yay!
Posted at Sun Oct 9 21:21:31 2011 UTC (7 months, 8 days, 33 minutes, and 55 seconds ago)The layout of The Cross has changed slightly! WOO YEAH. More changes are on the way.
Posted at Sun Aug 15 01:46:16 2010 UTC (1 year, 9 months, 1 day, 20 hours, 9 minutes, and 10 seconds ago)Changed the layout of The Cross cluster of space somewhat, to make it actually somewhat interesting. More changes to Mutuality space are on the way.
Posted at Sun Aug 15 01:51:32 2010 UTC (1 year, 9 months, 1 day, 20 hours, 3 minutes, and 54 seconds ago)Launching should now actually deliver you to the correct sector!
Posted at Sun Aug 15 02:18:04 2010 UTC (1 year, 9 months, 1 day, 19 hours, 37 minutes, and 22 seconds ago)Certain sectors can now have space defenses despite not having Alpha-1 security. Actually, it's just one sector.
Posted at Sun Aug 15 03:46:56 2010 UTC (1 year, 9 months, 1 day, 18 hours, 8 minutes, and 30 seconds ago)Space stations are back to having shapes and multiple docking bays.
Posted at Sun Aug 15 04:52:00 2010 UTC (1 year, 9 months, 1 day, 17 hours, 3 minutes, and 26 seconds ago)Fixed courier request command bug.
Posted at Sun Aug 15 13:21:34 2010 UTC (1 year, 9 months, 1 day, 8 hours, 33 minutes, and 52 seconds ago)Asteroid hauling has now survived the conversion.
Posted at Sun Aug 15 13:45:55 2010 UTC (1 year, 9 months, 1 day, 8 hours, 9 minutes, and 31 seconds ago)Asteroid belt management stations have been moved out of alliance capital sectors to the nearest asteroid belt or cluster.
Posted at Sun Aug 15 13:52:22 2010 UTC (1 year, 9 months, 1 day, 8 hours, 3 minutes, and 4 seconds ago)Stars as we knew them are gone, since they would not make any sense in the current system! Stars will still appear on your starmap but they are assumed to be in the distance. In fact, the same star will often appear in multiple sectors within a cluster. However, these stars do not actually occupy coordinates and you cannot interact with them.
Posted at Sun Aug 15 14:09:09 2010 UTC (1 year, 9 months, 1 day, 7 hours, 46 minutes, and 17 seconds ago)Charge usage is now greatly reduced when linking jumps.
Posted at Sun Aug 15 14:13:28 2010 UTC (1 year, 9 months, 1 day, 7 hours, 41 minutes, and 58 seconds ago)Region displays (the stuff in brackets up at the top when you starmap, like 'Human Interalliance Space') have returned.
Posted at Sun Aug 15 14:34:55 2010 UTC (1 year, 9 months, 1 day, 7 hours, 20 minutes, and 31 seconds ago)Flight control should now broadcast onto the public tuner in "Beta-2" or more-secure space if the sector is owned by any of the four main-cluster alliances (I.E. Not the Mutuality).
Posted at Sun Aug 15 15:54:13 2010 UTC (1 year, 9 months, 1 day, 6 hours, 1 minute, and 13 seconds ago)Added pointless chatter to greet you when you jump into a sector.
Posted at Sun Aug 15 17:05:19 2010 UTC (1 year, 9 months, 1 day, 4 hours, 50 minutes, and 7 seconds ago)You will now be alerted to the status of your alliance's sector defense via the Sector Status comm channel.
Posted at Sun Aug 15 17:12:25 2010 UTC (1 year, 9 months, 1 day, 4 hours, 43 minutes, and 1 second ago)Updated the cadet orientation officer somewhat for newspace.
Posted at Sun Aug 15 17:45:44 2010 UTC (1 year, 9 months, 1 day, 4 hours, 9 minutes, and 42 seconds ago)Added sector descriptions which will be shown to you upon jumping into a sector. Not all sectors are described yet.
Posted at Sun Aug 15 17:48:00 2010 UTC (1 year, 9 months, 1 day, 4 hours, 7 minutes, and 26 seconds ago)Updated the DESTINATION command to show correct sectors.
Posted at Sun Aug 15 19:45:11 2010 UTC (1 year, 9 months, 1 day, 2 hours, 10 minutes, and 15 seconds ago)Updated space taxi passengers to also show correct sectors.
Posted at Sun Aug 15 19:49:48 2010 UTC (1 year, 9 months, 1 day, 2 hours, 5 minutes, and 38 seconds ago)Added some more sector descriptions. All clusters have at least one sector described now!
Posted at Sun Aug 15 21:48:16 2010 UTC (1 year, 9 months, 1 day, 7 minutes, and 10 seconds ago)Aerial fortress REMOTE function updated for the new system.
Posted at Sun Aug 15 22:58:31 2010 UTC (1 year, 9 months, 22 hours, 56 minutes, and 55 seconds ago)Asteroid belt management stations will no longer launch hapless ships to distant places.
Posted at Sun Aug 15 23:49:55 2010 UTC (1 year, 9 months, 22 hours, 5 minutes, and 31 seconds ago)Service robots are now somewhat functional! They have been programmed to learn THREE menial tasks! But they must first observe you performing these tasks yourself! Which tasks? Do something tedious and see if your robot learns!
Posted at Wed Jan 25 00:12:45 2012 UTC (3 months, 22 days, 21 hours, 42 minutes, and 41 seconds ago)Books have been modified to save space. Also you're safe to write in them again! Please assist about any oddities or inconsistencies.
Posted at Wed Jan 25 05:15:22 2012 UTC (3 months, 22 days, 16 hours, 40 minutes, and 4 seconds ago)Added in TEXTMAP. It's pretty much equivalent to the automatic minimap, only it will be easier for visually impaired players to use!
Posted at Tue Aug 17 00:41:46 2010 UTC (1 year, 8 months, 30 days, 21 hours, 13 minutes, and 40 seconds ago)Updated the 'Salvaging' text file for the NEW MILLENIUM.
Posted at Tue Aug 17 03:28:41 2010 UTC (1 year, 8 months, 30 days, 18 hours, 26 minutes, and 45 seconds ago)Mail rooms, courier cargo centers, and passenger stations should now enjoy much greater success in choosing a destination that actually exists these days.
Posted at Tue Aug 17 20:54:16 2010 UTC (1 year, 8 months, 30 days, 1 hour, 1 minute, and 10 seconds ago)Added HELP SECURITY RATINGS, to give a breakdown to all of this crazy security rating nonsense.
Posted at Tue Aug 17 21:59:17 2010 UTC (1 year, 8 months, 29 days, 23 hours, 56 minutes, and 9 seconds ago)Apparently in-game account creation has been broken forever. Now it is fixed!
Posted at Tue Aug 17 23:20:08 2010 UTC (1 year, 8 months, 29 days, 22 hours, 35 minutes, and 18 seconds ago)Fixed a Teslatown bug where bulk extractors could sometimes extract one more mineral than was actually present, creating all sorts of oddities.
Posted at Sun Mar 20 21:08:46 2011 UTC (1 year, 1 month, 29 days, 46 minutes, and 40 seconds ago)Certain salvagable objects shouldn't traceback as much as they did a few moments prior. Sorry about that.
Posted at Sun Nov 22 00:38:29 2009 UTC (2 years, 5 months, 25 days, 21 hours, 16 minutes, and 57 seconds ago)RATS spawns will show some semi-random variety from now on!
Posted at Tue Sep 22 22:35:29 2009 UTC (2 years, 7 months, 24 days, 23 hours, 19 minutes, and 57 seconds ago)The Star Catquest meow filter has been so much fun that we have decided to delay any plans for deactivating it for the forseeable future. We hope you all enjoy it!
Posted at Fri Apr 1 16:56:02 2011 UTC (1 year, 1 month, 17 days, 4 hours, 59 minutes, and 24 seconds ago)Fixed an issue with the minimap spontaneously eating certain room descriptions.
Posted at Thu Sep 2 16:59:05 2010 UTC (1 year, 8 months, 14 days, 4 hours, 56 minutes, and 21 seconds ago)Fixed a bug that made seeing the minimap a bit erratic in ground missions.
Posted at Thu Sep 2 17:07:18 2010 UTC (1 year, 8 months, 14 days, 4 hours, 48 minutes, and 8 seconds ago)Fixed an issue where minimaps could potentially display multiple times in a starship room.
Posted at Thu Sep 2 17:10:16 2010 UTC (1 year, 8 months, 14 days, 4 hours, 45 minutes, and 10 seconds ago)Added damage and energy displays to the minimap while you are in a battlesuit.
Posted at Thu Sep 2 21:29:10 2010 UTC (1 year, 8 months, 14 days, 26 minutes, and 16 seconds ago)Slightly extended the damage/energy displays for both the minimap and the damage/energy commands.
Posted at Thu Sep 2 21:47:19 2010 UTC (1 year, 8 months, 14 days, 8 minutes, and 7 seconds ago)Updated destination finder code slightly to improve performance.
Posted at Sat Oct 1 17:28:10 2011 UTC (7 months, 16 days, 4 hours, 27 minutes, and 16 seconds ago)SQ-0.1.10 changes (the reason for the reboot earlier):
* Ported some frequently used (~150 times a second) verbs to C-based builtin functions.
Posted at Sat Nov 28 05:57:59 2009 UTC (2 years, 5 months, 19 days, 15 hours, 57 minutes, and 27 seconds ago)Fixed a couple of loopholes in sector security against enemy combatants.
Posted at Wed May 26 21:34:10 2010 UTC (1 year, 11 months, 23 days, 21 minutes, and 16 seconds ago)Continuing to tweak debris chunk points as we see people do things!
Posted at Thu Sep 30 03:15:41 2010 UTC (1 year, 7 months, 17 days, 18 hours, 39 minutes, and 45 seconds ago)Made some minor changes to several Electronics recipes in order for FUTURE RECIPES! STAY TUNED
Posted at Sun Nov 21 08:22:08 2010 UTC (1 year, 5 months, 26 days, 13 hours, 33 minutes, and 18 seconds ago)A couple changes to make the navy less ornery:
- Sector defenses will not fire upon any human vessel while a threat to humanity (Outsiders, IFS, etc.) is present.
- Navy ships will be more forgiving of being fired at by other human ships, presuming it to be accidental, while a greater threat is present.
Posted at Sun Nov 21 18:43:40 2010 UTC (1 year, 5 months, 26 days, 3 hours, 11 minutes, and 46 seconds ago)Flight control now reports class names for ships of PC alliances.
Posted at Fri Jan 29 02:19:16 2010 UTC (2 years, 3 months, 18 days, 19 hours, 36 minutes, and 10 seconds ago)The EXPEL command now accepts words to match on; i.e., EXPEL GLOVE to get rid of the first spacesuit glove in your cargo hold.
Posted at Tue Nov 8 00:34:02 2011 UTC (6 months, 8 days, 21 hours, 21 minutes, and 24 seconds ago)Oh, and your previous frequencies are labeled 'Default.' You can change this by removing and re-adding them.
Posted at Sat Apr 25 23:18:29 2009 UTC (3 years, 23 days, 22 hours, 36 minutes, and 57 seconds ago)Mules left empty above the Experimental Structure will no longer be pulled into the depths of its Bari-filled docking bay by well-meaning tugboats.
Posted at Tue Jan 3 01:01:13 2012 UTC (4 months, 13 days, 20 hours, 54 minutes, and 13 seconds ago)Minor bug involving sushi has been resolved.
Posted at Mon Apr 25 18:19:21 2011 UTC (1 year, 24 days, 3 hours, 36 minutes, and 5 seconds ago)- Felo nutrigel dispensers now run out of nutrigel.
- Felo nutrigel dispensers now show how 'full' they are in their descriptions.
Posted at Sun Dec 12 13:18:29 2010 UTC (1 year, 5 months, 5 days, 8 hours, 36 minutes, and 57 seconds ago)Modified the behaviour of a 'certain kind' of felo.
Posted at Sun Dec 12 14:40:34 2010 UTC (1 year, 5 months, 5 days, 7 hours, 14 minutes, and 52 seconds ago)Made felo wander around more when starving, hopefully finding new sources of food faster.
Posted at Sun Dec 12 22:14:52 2010 UTC (1 year, 5 months, 4 days, 23 hours, 40 minutes, and 34 seconds ago)Certain NPCs (primarily mid-size NPCs but some others have been affected) will act a bit more intelligent when they go about their piloting shenanigans.
Posted at Fri Aug 27 01:41:24 2010 UTC (1 year, 8 months, 20 days, 20 hours, 14 minutes, and 2 seconds ago)There's now a very small chance that people in a room can overhear your whisperwhisperwhispering.
Posted at Sun Jun 26 00:31:13 2011 UTC (10 months, 23 days, 21 hours, 24 minutes, and 13 seconds ago)Backend updates! There should be no visible differences, but if anything goes wrong an ASSIST or REPORT about it would be greatly appreciated.
Posted at Wed Aug 17 08:03:06 2011 UTC (8 months, 30 days, 13 hours, 52 minutes, and 20 seconds ago)Revamped the daily maintenance task (which includes the weekly maintenance shutdown on Sundays) It now always executes at what is typically an off hour (10:00 UTC), and does a few more housekeeping things to clean up the database.
Posted at Sat Sep 3 12:53:54 2011 UTC (8 months, 13 days, 9 hours, 1 minute, and 32 seconds ago)The Star Conquest Web Portal now should display the star conquest logo properly now. Rejoice!
Posted at Sat Jul 31 01:30:47 2010 UTC (1 year, 9 months, 16 days, 20 hours, 24 minutes, and 39 seconds ago)One additional change from what was announced yesterday: loot from enemies will drop for a specific person, and only they can take it for 10 seconds. After that it's a free-for-all as before.
A lot has changed since the last run, so it could be a little rough. Please be patient!
Posted at Fri Jan 15 02:11:10 2010 UTC (2 years, 4 months, 1 day, 19 hours, 44 minutes, and 16 seconds ago)Well, seeing some balance issues with the harder nests!
- Enemy HP reduced.
- Energy gain out of combat is faster.
- Fixed a bug causing some enemies to NEVER die!
Posted at Fri Jan 15 03:01:23 2010 UTC (2 years, 4 months, 1 day, 18 hours, 54 minutes, and 3 seconds ago)Added the LAG command to attempt to reduce the 30 times a day that a random person asks other players if they have lag and is told "no." The usual result of this command will be to report no lag because 99.999% of the time there is none. Enjoy it!
Posted at Tue Sep 6 00:26:53 2011 UTC (8 months, 10 days, 21 hours, 28 minutes, and 33 seconds ago)Mutuality space is somewhat renamed, as per OOC/MTTNS
Posted at Sun Jan 31 20:12:36 2010 UTC (2 years, 3 months, 16 days, 1 hour, 42 minutes, and 50 seconds ago)Mutuality now has a proper low-priority ground mission!
Posted at Sun Jan 31 22:02:25 2010 UTC (2 years, 3 months, 15 days, 23 hours, 53 minutes, and 1 second ago)Rental ship losses on your piloting record now decay around 4 times faster. Happy Annual Festive Holiday-Related Gift-Transferring Celebratory Event, players!
Posted at Sun Dec 25 15:48:06 2011 UTC (4 months, 22 days, 6 hours, 7 minutes, and 20 seconds ago)Fixed an issue where some photographs would not copy properly.
Posted at Mon Sep 6 00:57:56 2010 UTC (1 year, 8 months, 10 days, 20 hours, 57 minutes, and 30 seconds ago)Space market extensions: Added the DELETE command to remove items you have listed. Seemed like a good idea.
Posted at Mon Sep 6 01:13:28 2010 UTC (1 year, 8 months, 10 days, 20 hours, 41 minutes, and 58 seconds ago)Added some blank lines to the market menu so it's easier to take in. Exciting changes abound!
Posted at Mon Sep 6 01:16:06 2010 UTC (1 year, 8 months, 10 days, 20 hours, 39 minutes, and 20 seconds ago)Fixed an issue where a battlesuit sometimes retained equipped weapons for which it no longer had the proper module installed.
Posted at Mon Sep 6 01:22:45 2010 UTC (1 year, 8 months, 10 days, 20 hours, 32 minutes, and 41 seconds ago)Added a thing for hosts that doesn't matter to you at all.
Posted at Mon Sep 6 02:18:05 2010 UTC (1 year, 8 months, 10 days, 19 hours, 37 minutes, and 21 seconds ago)The concussion filter should no longer apply to OOC text.
Posted at Mon Sep 6 06:41:14 2010 UTC (1 year, 8 months, 10 days, 15 hours, 14 minutes, and 12 seconds ago)Fixed text on the cadet orientation assistant description.
Posted at Mon Sep 6 13:23:12 2010 UTC (1 year, 8 months, 10 days, 8 hours, 32 minutes, and 14 seconds ago)Added a new points category that will go unused for a while so that there are fewer things I have to change later.
Posted at Mon Sep 6 14:33:25 2010 UTC (1 year, 8 months, 10 days, 7 hours, 22 minutes, and 1 second ago)Dropped, shattered items will now get shoved into the trash system that trash cans and sanitation drones use instead of being destroyed immediately.
Posted at Fri Jan 27 01:12:59 2012 UTC (3 months, 20 days, 20 hours, 42 minutes, and 27 seconds ago)Mutuality-types and those who love wearing Mutuality-type timepieces will find things to be somewhat different now! Enjoy.
Posted at Wed Jun 2 20:19:16 2010 UTC (1 year, 11 months, 16 days, 1 hour, 36 minutes, and 10 seconds ago)Changed the display of TCT to use periods instead of pipes. If you don't know what this means, don't worry.
Posted at Wed Jun 2 22:30:37 2010 UTC (1 year, 11 months, 15 days, 23 hours, 24 minutes, and 49 seconds ago)Added the following shortened aliases for starship commands: C for COORDINATES, SC for SCAN, RD for RUNDOWN.
Posted at Wed Dec 30 22:58:38 2009 UTC (2 years, 4 months, 16 days, 22 hours, 56 minutes, and 48 seconds ago)Reduced OOC/MTTS's autoprune time to 30 days (from 60) in order to keep its size somewhat in check. If this is a problem, please direct any concerns to OOC/MTTS.
Posted at Thu Dec 31 05:29:15 2009 UTC (2 years, 4 months, 16 days, 16 hours, 26 minutes, and 11 seconds ago)Made some adjustments to the AI ship spawner. Becaon drops will probably be slightly easier, as a result.
Posted at Sat Jul 23 08:49:37 2011 UTC (9 months, 24 days, 13 hours, 5 minutes, and 49 seconds ago)High security sectors now cool off faster than low security sectors.
Posted at Sat Jul 23 14:10:29 2011 UTC (9 months, 24 days, 7 hours, 44 minutes, and 57 seconds ago)Communicators now allow emoting, by prefacing your text with a colon or the EMOTE command.
Metafrequency transmitters now allow both emotes AND the social commands that communicators have had for a while.
Remember: Audible actions only!
Posted at Sat Jul 23 16:46:17 2011 UTC (9 months, 24 days, 5 hours, 9 minutes, and 9 seconds ago)A few more changes to how space works.
* A sector's security rating now falls off based on distance. Actually, it's done this for a while, but now players can see it!
* Decoy beacons can only be dropped in uncharted 'Gamma' or lower space.
* The navy will now come to your aid if someone attacks you in Beta-level uncharted space.
Posted at Sat Jul 23 23:11:36 2011 UTC (9 months, 23 days, 22 hours, 43 minutes, and 50 seconds ago)In light of previous changes, uncharted space with a security rating other than Delta-10 will now inherit the owner of the space closest to it.
Posted at Sat Jul 23 23:20:26 2011 UTC (9 months, 23 days, 22 hours, and 35 minutes ago)Trustees can now view a breakdown of income to their organization. This has been quietly tracked for a few days, so you should have some information, but income from before it was tracked will of course not show up at all.
Posted at Sat Jul 23 23:21:50 2011 UTC (9 months, 23 days, 22 hours, 33 minutes, and 36 seconds ago)Listing workbenches inside stores should now work in most cases, hopefully!
Posted at Sat Dec 12 00:15:33 2009 UTC (2 years, 5 months, 5 days, 21 hours, 39 minutes, and 53 seconds ago)Improperly placed furniture shall never trouble you again.
Posted at Mon Jun 21 02:27:54 2010 UTC (1 year, 10 months, 28 days, 19 hours, 27 minutes, and 32 seconds ago)Added a password reset thing at http://moo.squidsoft.net:3333/forgotpassword
Posted at Thu Oct 14 17:15:06 2010 UTC (1 year, 7 months, 3 days, 4 hours, 40 minutes, and 20 seconds ago)The issue with simulated ships constantly powering down their weapons should be solved. Also, they should no longer bother you with notices about how their power is depleted.
Posted at Sat Mar 3 23:50:58 2012 UTC (2 months, 14 days, 22 hours, 4 minutes, and 28 seconds ago)Today's changes:
* Deep space exploration is now an available activity. Check Corin Shea's post in General/General for details.
* Exploration points added.
* Starship augmentation stores now have a POINTS command.
Posted at Tue Jun 16 23:59:42 2009 UTC (2 years, 11 months, 1 day, 21 hours, 55 minutes, and 44 seconds ago)Fixed a long-standing bug with battlesuits and looting restrictions and the reporting of when the timer goes away.
Posted at Sun Dec 5 04:15:57 2010 UTC (1 year, 5 months, 12 days, 17 hours, 39 minutes, and 29 seconds ago)As you might've already just noticed, felo too young to mate will be referred to as kittens! Also, they should be a bit smarter about finding food, in that once they're hungry enough, they'll attempt to return to where they last ate rather than foraging randomly.
Posted at Sun Dec 5 22:21:47 2010 UTC (1 year, 5 months, 11 days, 23 hours, 33 minutes, and 39 seconds ago)Fixed in issue in crafting higher grade metafrequency tuners. Whoops!
Posted at Wed Dec 15 21:54:49 2010 UTC (1 year, 5 months, 2 days, and 37 seconds ago)Added a note to the bari help file to explain our intentions to worried people!
Posted at Wed Dec 15 22:39:25 2010 UTC (1 year, 5 months, 1 day, 23 hours, 16 minutes, and 1 second ago)Navies will no longer attack their own pilots for shooting a ship in their own sector, provided the victim ship is not of the same alliance.
Posted at Wed Dec 15 23:22:56 2010 UTC (1 year, 5 months, 1 day, 22 hours, 32 minutes, and 30 seconds ago)A great blow has been struck against voyeurs everywhere! You can no longer look specifically at clothes that are obscured by other clothes on other people.
Posted at Tue Aug 30 18:33:40 2011 UTC (8 months, 17 days, 3 hours, 21 minutes, and 46 seconds ago)Made a few changes in the text filter to facilitate OOC filters and IC filters.
Posted at Tue Aug 30 19:16:56 2011 UTC (8 months, 17 days, 2 hours, 38 minutes, and 30 seconds ago)Fixed some typos. Cats have purr spelling skills.
Posted at Thu Apr 1 19:38:44 2010 UTC (2 years, 1 month, 17 days, 2 hours, 16 minutes, and 42 seconds ago)Many reports of ground combat bugs and issues with extreme difficulty that seem to have merit!
- There was a LARGE jump in difficulty when a group had sufficient points to encounter tier three enemy suits. This has been smoothed out.
- Separated player armor from NPC armor and rebalanced the values. Armor should have quite a large effect now. Perhaps too large, but we'll see.
- Enemies interrupted by interrupt-effect abilities will no longer immediately retry the same ability.
- Enemy HP was being adjusted assuming that a group should consist of four people, whereas the current system is geared toward up to six. In other words, groups larger than four were being punished. This has been changed.
- Enemies should show a change in targets immediately instead of right as they attempt to fire.
- Just to make things fair, enemies will stop using cover since it pretty much only works against them. At some point they may begin to use cover intelligently.
- Once again attempted to fix the targeting for group-effect debuffs. I think it's right this time. One character makes all the difference.
- Fixed an issue where "accuracy down" debuffs increased accuracy. Isn't programming fun?
Posted at Wed Jun 9 20:55:18 2010 UTC (1 year, 11 months, 9 days, 1 hour, and 8 seconds ago)Vector locking's alternate controls have been fixed. Please assist if anything goes wrong with it.
Posted at Mon Dec 27 10:29:42 2010 UTC (1 year, 4 months, 20 days, 11 hours, 25 minutes, and 44 seconds ago)Modified the account portal to reflect that account verification is currently disabled.
Posted at Mon Dec 27 23:04:38 2010 UTC (1 year, 4 months, 19 days, 22 hours, 50 minutes, and 48 seconds ago)Also changed in-game account creation to reflect the fact that account verification is currently disabled.
Posted at Mon Dec 27 23:07:18 2010 UTC (1 year, 4 months, 19 days, 22 hours, 48 minutes, and 8 seconds ago)We upped the antialiasing on ships so felo won't seemingly randomly commit seppuku using jaggies on a flight stick.
Posted at Mon Dec 27 23:46:44 2010 UTC (1 year, 4 months, 19 days, 22 hours, 8 minutes, and 42 seconds ago)Mutuality outreach liaisons now get paperwork in proper TCT.
Posted at Thu Feb 3 11:28:59 2011 UTC (1 year, 3 months, 13 days, 10 hours, 26 minutes, and 27 seconds ago)Characters holding civilian liaison positions can no longer be deleted.
Posted at Tue Jul 19 11:07:40 2011 UTC (10 months, 10 hours, 47 minutes, and 46 seconds ago)Announcements on the website now list concrete dates as well as telling you how long ago it was since that announcement.
Posted at Sat Aug 22 05:53:25 2009 UTC (2 years, 8 months, 25 days, 16 hours, 2 minutes, and 1 second ago)Marshals should show up more often again in beacon drops, and Ninlils should be a bit more common.
Posted at Sat Aug 22 20:12:11 2009 UTC (2 years, 8 months, 25 days, 1 hour, 43 minutes, and 15 seconds ago)The newbie comm channel is now live!
Type TR NEW
Out-of-character speech IS ALLOWED on the newbie channel. However, it is not to be used for OOC chatter. The only thing on this channel will be newbie questions and answers.
Posted at Wed Mar 25 19:59:49 2009 UTC (3 years, 1 month, 24 days, 1 hour, 55 minutes, and 37 seconds ago)!!! COMBAT CHANGE !!!
Extreme burst damage will now break only one failsafe instead of 3 or more. This is done in order to make fights more 'epic' and mitigate the disparity beweween large ships and small ships somewhat.
Posted at Tue Nov 30 03:13:11 2010 UTC (1 year, 5 months, 17 days, 18 hours, 42 minutes, and 15 seconds ago)A few minor changes to how wormhole jumping works:
Added notification of the sector names to each step in the jump sequence, for greater education about space geography.
Fixed a long-standing display bug where the ship would not properly announce when it was performing rapid linking (which results in reduced cost to your ship's charge and a faster jump time).
Altered the timing of linked jumps so that the first jump, not the final one, takes the longest.
Posted at Mon Nov 7 00:14:56 2011 UTC (6 months, 9 days, 21 hours, 40 minutes, and 30 seconds ago)Jump sequences can now be aborted with the STOP command.
Posted at Mon Nov 7 00:29:15 2011 UTC (6 months, 9 days, 21 hours, 26 minutes, and 11 seconds ago)Some changes to the new player point multiplier incentive, which encourages new players to join underpopulated alliances:
The maximum point multiplier is increased, which increases the overall incentive across the board.
The multiplier for small alliances (i.e., Mutuality), which is greatly affected by even one new player joining, is now multiplied accordingly, drastically increasing the incentive above what normal-sized alliances would get.
Posted at Mon Nov 7 01:07:26 2011 UTC (6 months, 9 days, 20 hours, and 48 minutes ago)Unsent letters are now written in your handwriting! Penmanship enthousiasts rejoice!
Posted at Mon Nov 7 16:39:14 2011 UTC (6 months, 9 days, 5 hours, 16 minutes, and 12 seconds ago)Explorers: The MILEAGE command has been added to ship control rooms. It will show you how many lightyears you have traveled, which will often (but not always) be your distance from charted space.
Type MILEAGE RESET to zero out the meter.
Posted at Wed Jun 17 13:02:32 2009 UTC (2 years, 11 months, 1 day, 8 hours, 52 minutes, and 54 seconds ago)A new ship command has been added: RUNDOWN, available in all starmap-capable rooms, giving the full coordinate rundown normally available only as part of the starmap in weapon rooms. Intended to be an alternative to viewing the starmap.
Posted at Wed Jun 17 23:04:26 2009 UTC (2 years, 11 months, 22 hours, and 51 minutes ago)Some minor cosmetic changes to @tops et al, to reflect the transition away from 'overall' points. Also, @tops itself is less overwhelming, but you can find the same information now under @tops-detailed (or just @tops-d).
Posted at Thu Jun 18 03:32:27 2009 UTC (2 years, 11 months, 18 hours, 22 minutes, and 59 seconds ago)The decision has been made to have each Conquest period end during our prime time, precisely at midnight game time!
In order to have this happen, this period has been extended by a few hours and will now end at 00:00 hours on Monday.
Posted at Sat Jul 16 17:36:19 2011 UTC (10 months, 3 days, 4 hours, 19 minutes, and 7 seconds ago)Added a few of the station upgrade requests that have come in lately.
Posted at Sat Jul 16 18:33:15 2011 UTC (10 months, 3 days, 3 hours, 22 minutes, and 11 seconds ago)Decorations and visible starship abilities should now look somewhat neater in starship descriptions.
Posted at Tue Oct 6 04:55:46 2009 UTC (2 years, 7 months, 11 days, 16 hours, 59 minutes, and 40 seconds ago)Fixed a thing where battlesuits couldn't pick up some things. Those things should also drop more often.
Posted at Fri Jan 28 15:28:50 2011 UTC (1 year, 3 months, 19 days, 6 hours, 26 minutes, and 36 seconds ago)For less confusion, we have decided that a pilot league shall henceforth be referred to as a PILOT CORPS.
Posted at Fri Jan 28 18:34:19 2011 UTC (1 year, 3 months, 19 days, 3 hours, 21 minutes, and 7 seconds ago)Created terminals for each civilian liaison office to act as an interface for their job functions. Each one was done as a quick job and it's still taken me all day! So if it seems barebones when you first use it, give it some time.
Added new ground squad communication reporting and damage threshold reporting. Report any weirdness you notice with these.
Added new sector activity reporting. See above.
Added a CAPTAIN command for ships to send a message directly to their Space Defense Captain's terminal.
Implemented extra battlesuit slots for Ground Squad Leaders.
Posted at Fri Jan 28 21:18:41 2011 UTC (1 year, 3 months, 19 days, 36 minutes, and 45 seconds ago)Electric fans will now turn themselves off out of loneliness when there's nobody to witness their turning. Be kind and appreciate your electric fans. Do not abandon them. They are your friends.
Posted at Thu Aug 18 06:35:08 2011 UTC (8 months, 29 days, 15 hours, 20 minutes, and 18 seconds ago)Hot tubs have caught the same death of lonliness affliction as electric fans.
Posted at Thu Aug 18 08:28:58 2011 UTC (8 months, 29 days, 13 hours, 26 minutes, and 28 seconds ago)After a thorough investigation, I've reactivated the enhanced n-dimensional distance calculator, which is much, much faster than the old failsafe method we were using.
Posted at Thu Aug 18 16:52:02 2011 UTC (8 months, 29 days, 5 hours, 3 minutes, and 24 seconds ago)I was terrifically bored and I have written a help file of in-character background knowledge about the parts of a starship. These things would be studied in the academy, but how well your character actually remembers it is up to you. You can find it under HELP PARTS. I may add more soon as things occur to me!
Posted at Tue Jun 1 04:21:12 2010 UTC (1 year, 11 months, 17 days, 17 hours, 34 minutes, and 14 seconds ago)The payout for standard cargo for couriers wasn't really where we wanted it to be, considering the inherent annoyances of using courier work as a primary income method, so we increased the value again. Priority payouts have not been changed.
Posted at Wed Jul 14 13:44:29 2010 UTC (1 year, 10 months, 5 days, 8 hours, 10 minutes, and 57 seconds ago)The QUIT alias has been removed from courier companies' RESIGN command to eliminate command conflict.
Posted at Sat Feb 4 18:14:52 2012 UTC (3 months, 12 days, 3 hours, 40 minutes, and 34 seconds ago)Had a go at fixing a few long-standing, rather tricky bugs in ground combat. I definitely fixed some issues; we just have to hope they addressed the actual problems.
- Looted items should cease fading into the aether and instead add up properly as they're taken.
- Group debuffs no longer need a target specified and should work on all enemies automatically.
- Nests which hang around saying they have ongoing missions and yet do not... well, I didn't get to the root of the problem, but from now on these nests should get a second chance to spawn a mission and then disappear normally.
Posted at Tue May 25 03:30:37 2010 UTC (1 year, 11 months, 24 days, 18 hours, 24 minutes, and 49 seconds ago)Watched a nest run for the first time in a long time!
- Increased overall resilience of enemies at higher levels. You're welcome!
- Reduced the effect of laser guidance, which it turns out was completely incredible and I'm not sure that was ever intentional.
- Reduced the effect and increased the cooldown time of directed flare because it seemed like enmity management wasn't an issue with this ability.
- Damage mods (i.e., illuminate) will no longer stack. Sorry!
- Damage of RATS offensive nanites increased.
- RATS healing ability increased.
- Most important of all, fixed a typo in sonic wave.
Posted at Tue May 25 04:44:47 2010 UTC (1 year, 11 months, 24 days, 17 hours, 10 minutes, and 39 seconds ago)The wormhole drive was having trouble finding unoccupied coordinates with the new larger planets. The system is now allowed more attempts to find open coordinates, which should make this issue quite rare.
Posted at Sun Aug 29 20:03:39 2010 UTC (1 year, 8 months, 18 days, 1 hour, 51 minutes, and 47 seconds ago)Due to popular demand, the amount of time you're allowed to be idle before being booted has been SLIGHTLY EXTENDED. Enjoy doing nothing!
Posted at Tue Sep 15 21:59:28 2009 UTC (2 years, 8 months, 23 hours, 55 minutes, and 58 seconds ago)Organizations being transferred to a new alliance when the founder retires is an unintended effect and will not occur.
Posted at Tue Apr 3 19:02:20 2012 UTC (1 month, 14 days, 2 hours, 53 minutes, and 6 seconds ago)Ship titles are now more helpful.
Posted at Fri Jul 1 14:59:47 2011 UTC (10 months, 18 days, 6 hours, 55 minutes, and 39 seconds ago)Stars, being distant objects, will now appear on sector edges rather than floating in the middle of the sector which didn't make any sense.
Posted at Sat Aug 28 14:27:36 2010 UTC (1 year, 8 months, 19 days, 7 hours, 27 minutes, and 50 seconds ago)Planets have been given a large volume in space... it's a bit exaggerated even with the newspace numbers, but you can say it actually represents the planet's gravity well if you prefer.
In any event, this results in a visual change on the starmap. This also effectively puts your starship closer to the planet when you jump into its orbit, resulting in shorter trips.
I've preemptively fixed a lot of structural issues, which involved nudging some planets and stations one way or the other, but watch out for other destinations you can't get to (because they're inside a planet) or other autopilot difficulties, and let us know if you encounter any issues. Also, it's intended that neither manual control nor autopilot should let you inside the radius of a planet, so send a report if you notice this happening.
Enjoy!
P.S. The ORBIT command has been disabled for now, because it requires updating that I don't feel like doing just yet, and it doesn't do anything at the moment anyway.
Posted at Sat Aug 28 15:09:04 2010 UTC (1 year, 8 months, 19 days, 6 hours, 46 minutes, and 22 seconds ago)Fans of punching rejoice! Your punching has been enhanced.
Posted at Thu Dec 8 20:35:16 2011 UTC (5 months, 9 days, 1 hour, 20 minutes, and 10 seconds ago)A few changes related to asteroid mining:
* You may now only complete two sites within a 24 hour period.
* Asteroid mining site payouts increased significantly.
* Roid dogs now permakill your character.
Posted at Wed Apr 22 08:05:25 2009 UTC (3 years, 27 days, 13 hours, 50 minutes, and 1 second ago)In light of recent events, we have decided to lower the successful kill rate of a 'roid dog to 95%. However, they are still to be regarded ICly as nature's perfect killing machine.
Posted at Thu Apr 23 02:45:47 2009 UTC (3 years, 26 days, 19 hours, 9 minutes, and 39 seconds ago)Fixed an issue with RATS nest spawns and airforts.
Posted at Sun Aug 22 03:18:12 2010 UTC (1 year, 8 months, 25 days, 18 hours, 37 minutes, and 14 seconds ago)Navies should now land properly on planets after being deployed.
Posted at Fri Sep 10 06:37:19 2010 UTC (1 year, 8 months, 6 days, 15 hours, 18 minutes, and 7 seconds ago)Pathing for felo and robots has been improved.
Posted at Wed Feb 22 01:51:19 2012 UTC (2 months, 25 days, 20 hours, 4 minutes, and 7 seconds ago)Okay, now pathing really works. Or it should. Please assist if your robot or felo decide to go in imaginary directions, through walls, or begin smearing your ship in custard.
Posted at Wed Feb 22 02:07:56 2012 UTC (2 months, 25 days, 19 hours, 47 minutes, and 30 seconds ago)Fixed a bug where org key creation played no message when successful.
Posted at Wed Sep 22 02:16:07 2010 UTC (1 year, 7 months, 25 days, 19 hours, 39 minutes, and 19 seconds ago)Artifact containers are now slightly more well behaved.
Posted at Sun Feb 12 23:08:28 2012 UTC (3 months, 3 days, 22 hours, 46 minutes, and 58 seconds ago)Added voting information to the connection report that you get a few seconds after you log in!
Posted at Wed Sep 1 03:45:03 2010 UTC (1 year, 8 months, 15 days, 18 hours, 10 minutes, and 23 seconds ago)Fixed a bug in stun weapons, though it might need some balancing.
Posted at Wed Sep 1 05:02:44 2010 UTC (1 year, 8 months, 15 days, 16 hours, 52 minutes, and 42 seconds ago)Retouched the help system a bit.
- Typing HELP by itself now lists a handful of help categories instead of a crapload of individual topics. (Unless you're a newbie, in which case the NEW TO THE GAME help file is shown.)
- HELP INDEX will also now list the categories instead of topics.
- Typing HELP followed by a category name will list specific topics within that category.
- HELP ALL will list all individual topics as before.
Posted at Wed Sep 1 14:00:58 2010 UTC (1 year, 8 months, 15 days, 7 hours, 54 minutes, and 28 seconds ago)Updated the web portal help page to use the new categories.
Posted at Wed Sep 1 15:08:34 2010 UTC (1 year, 8 months, 15 days, 6 hours, 46 minutes, and 52 seconds ago)Some changes to how some character information is displayed, just to make things more accessible.
- The POINTS command has been added. It will display your point totals whenever you are in communication range.
- Portable point units have been removed from stores and from your character. You've been reimbursed for its cost.
- Slightly tweaked the formatting of the CASH command.
- Added a SCORE command that displays points and credits together.
Posted at Wed Sep 1 18:44:09 2010 UTC (1 year, 8 months, 15 days, 3 hours, 11 minutes, and 17 seconds ago)A couple ground combat changes:
- Missions are now balanced according to the point requirement of the battlesuit you're using, rather than your actual ground combat point level.
- Players with a ground combat point level above 250 may now maintain multiple battlesuits, gaining a new slot every 500 points. This can be managed with the SWITCH command in the battlesuit outfitter.
Both nice things, maybe, but put them together and what do you get?
- More experienced players now have the option of maintaining lower-tier suits and going on missions with less experienced players without getting them killed (as often).
Posted at Sat Aug 21 01:21:29 2010 UTC (1 year, 8 months, 26 days, 20 hours, 33 minutes, and 57 seconds ago)Also about ground combat: For further encouragement, more experienced players taking low-level missions will earn bonus points depending on how far above the mission difficulty they are, to make it more worth their while.
Posted at Sat Aug 21 01:30:27 2010 UTC (1 year, 8 months, 26 days, 20 hours, 24 minutes, and 59 seconds ago)For balance reasons, only group missions will be subject to the new method of balancing ground combat missions. Solo deployments and turtle assaults will work as before.
Posted at Sat Aug 21 12:42:10 2010 UTC (1 year, 8 months, 26 days, 9 hours, 13 minutes, and 16 seconds ago)Engines changed to display speed in km/s based on new sector size.
Posted at Sat Aug 21 14:28:40 2010 UTC (1 year, 8 months, 26 days, 7 hours, 26 minutes, and 46 seconds ago)The mileage meter will now display in kilometers, light-seconds, or light-minutes as appropriate, in an effort to avoid unreadably huge numbers.
Posted at Sat Aug 21 14:36:17 2010 UTC (1 year, 8 months, 26 days, 7 hours, 19 minutes, and 9 seconds ago)Added the SPEED command to display current engine speed.
Posted at Sat Aug 21 14:43:24 2010 UTC (1 year, 8 months, 26 days, 7 hours, 12 minutes, and 2 seconds ago)Changed how the standings engine works slightly on the backend, to allow for more robustnessosity. Should have no visible effect on how things work right now.
Posted at Sat Aug 21 18:24:53 2010 UTC (1 year, 8 months, 26 days, 3 hours, 30 minutes, and 33 seconds ago)Fixed a bug with debris generation. Now sectors should ACTUALLY have varying amounts of debris depending on their security rating (and other factors)
Posted at Sat Aug 21 21:07:36 2010 UTC (1 year, 8 months, 26 days, 47 minutes, and 50 seconds ago)Fixed a bug where battlesuits did not always transfer successfully off of a space station with multiple docking bays.
Posted at Sat Aug 21 21:43:09 2010 UTC (1 year, 8 months, 26 days, 12 minutes, and 17 seconds ago)Changed the final prompt in the prompted profile system to make it more clear what we're after.
Posted at Sat Aug 21 22:00:18 2010 UTC (1 year, 8 months, 25 days, 23 hours, 55 minutes, and 8 seconds ago)Rental ships got a slight upgrade in components. So they're a little bit more expensive now as a side effect.
Posted at Mon Jan 10 06:10:58 2011 UTC (1 year, 4 months, 6 days, 15 hours, 44 minutes, and 28 seconds ago)Rental ship shops no longer erronously show a point requirement to rent a ship in the shop's INFO.
Posted at Mon Jan 10 12:23:29 2011 UTC (1 year, 4 months, 6 days, 9 hours, 31 minutes, and 57 seconds ago)Rented ships now have pertinent rental info in their ER's STATUS screen.
Posted at Mon Jan 10 14:09:03 2011 UTC (1 year, 4 months, 6 days, 7 hours, 46 minutes, and 23 seconds ago)Rental ships schedule their destruction more quickly now, because I figure nobody will really need a reimbursement on a rental ship.
Posted at Mon Jan 10 15:21:08 2011 UTC (1 year, 4 months, 6 days, 6 hours, 34 minutes, and 18 seconds ago)Small rental ships (Fighters, Scouts) should now be slightly cheaper. Larger ships are now slightly more expensive as a consequence of this change.
Posted at Mon Jan 10 15:56:28 2011 UTC (1 year, 4 months, 6 days, 5 hours, 58 minutes, and 58 seconds ago)The announcement and changelog commands now ALWAYS have some output. Previously, if you were trying to pull up recent announcements/changelogs and there weren't any, it'd just not tell you anything, while a 'changelog/announcements new' would, which was kind of inconsistent, and hey, EVERYBODY likes more output on their screen.
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Posted at Fri Sep 16 10:14:24 2011 UTC (8 months, 11 hours, 41 minutes, and 2 seconds ago)I may have added TRADE CYCLES: THE GAME to the game. HELP TRADE CYCLES THE CARD GAME!
Posted at Fri Feb 18 04:16:54 2011 UTC (1 year, 2 months, 29 days, 17 hours, 38 minutes, and 32 seconds ago)Fixed a scoring bug with TRADE CYCLES
Posted at Fri Feb 18 05:00:26 2011 UTC (1 year, 2 months, 29 days, 16 hours, and 55 minutes ago)TRADE CYCLES: THE GAME is now only at Mutuality ports. Thanks to ATHER JAMMOA for this request.
Posted at Fri Feb 18 05:50:48 2011 UTC (1 year, 2 months, 29 days, 16 hours, 4 minutes, and 38 seconds ago)Courier ship requisition had a small bug. It is now fixed. Bug will now grow to the intended size in the waters of Old Earth before arising to destroy the nearest city.
Posted at Fri Feb 18 21:12:51 2011 UTC (1 year, 2 months, 29 days, 42 minutes, and 35 seconds ago)A few cosmetic changes to point center reports.
* If you don't have any unauthorized starship combat points, it just reports as 'Combat Score'
* If you don't have any of a certain point category (aside from aggregate score), it won't show up.
Posted at Thu Jun 18 13:47:06 2009 UTC (2 years, 11 months, 8 hours, 8 minutes, and 20 seconds ago)Increased the value of standard cargo for couriers.
Posted at Mon Jul 12 20:11:31 2010 UTC (1 year, 10 months, 7 days, 1 hour, 43 minutes, and 55 seconds ago)Courier radios are now automatically on when bolted down. You can still turn them off, they're just on by default.
Posted at Mon Jul 12 21:24:02 2010 UTC (1 year, 10 months, 7 days, 31 minutes, and 24 seconds ago)Glyphs now transfer properly onto a newly purchased battlesuit.
Posted at Thu Jan 26 04:07:20 2012 UTC (3 months, 21 days, 17 hours, 48 minutes, and 6 seconds ago)Dropping things inside mining sites is now significantly more difficult.
Posted at Thu Jan 26 12:55:21 2012 UTC (3 months, 21 days, 9 hours, and 5 seconds ago)Special battlesuits (that is, RATS suits) will now be treated as equals to other suits of the same tier in regards to ground mission balance, particularly enemy armament. This means that bringing a RATS suit along will not make the mission harder.
Posted at Thu Jan 26 22:45:46 2012 UTC (3 months, 20 days, 23 hours, 9 minutes, and 40 seconds ago)Changed how ship names are displayed in large portions of the code, in preparation for factions/deltaspace. For right now, there's little visible difference, however.
Posted at Wed Sep 15 02:29:46 2010 UTC (1 year, 8 months, 1 day, 19 hours, 25 minutes, and 40 seconds ago)Asteroid mining site virtual rooms now tell you how many units of metal and ore are at a particular set of coordinates.
Posted at Wed Sep 15 20:06:19 2010 UTC (1 year, 8 months, 1 day, 1 hour, 49 minutes, and 7 seconds ago)Mentors will now be notified when their proteges enter and exit the tutorial.
Posted at Wed Sep 15 20:14:01 2010 UTC (1 year, 8 months, 1 day, 1 hour, 41 minutes, and 25 seconds ago)Created Groups help file.
Posted at Wed Sep 15 20:28:00 2010 UTC (1 year, 8 months, 1 day, 1 hour, 27 minutes, and 26 seconds ago)Made the situations required for RATS spawning a bit more lenient in beaconed sectors.
Posted at Wed Sep 15 21:30:21 2010 UTC (1 year, 8 months, 1 day, 25 minutes, and 5 seconds ago)After a few reports about starship caps, we reviewed the code involved and found that it was, indeed, counting ships that it should not as applying toward the cap. This has been fixed and certain ships that were capped will become available shortly.
In addition, ships held by excessively inactive characters (no activity for a month or more) will no longer count toward the cap.
Posted at Wed Nov 9 16:00:36 2011 UTC (6 months, 7 days, 5 hours, 54 minutes, and 50 seconds ago)Added hourly statistics to the player-accessible command @WHO/USERS.
Posted at Sat Apr 17 11:21:37 2010 UTC (2 years, 1 month, 1 day, 10 hours, 33 minutes, and 49 seconds ago)Fixed an issue with photographs tracebacking.
Posted at Thu Apr 29 23:46:18 2010 UTC (2 years, 19 days, 22 hours, 9 minutes, and 8 seconds ago)Due to a bug, anyone with Teslapoints greater than 50 has had them reset back to 50. Some people accidentally gained huge amount of points all at once, which was not intended!
Posted at Mon Jan 24 03:00:14 2011 UTC (1 year, 3 months, 23 days, 18 hours, 55 minutes, and 12 seconds ago)Boosted credit value of Teslabucks.
Scaled Tesla site value more appropriately for higher point levels (this is also good).
Posted at Mon Jan 24 03:29:46 2011 UTC (1 year, 3 months, 23 days, 18 hours, 25 minutes, and 40 seconds ago)Also may have fixed a long-standing bug concerning ammunition cost at the battlesuit outfitter!
Posted at Mon Jan 24 03:33:21 2011 UTC (1 year, 3 months, 23 days, 18 hours, 22 minutes, and 5 seconds ago)Fixed an issue which allowed players to undertake poacher camp missions too often.
Posted at Mon Jan 24 03:38:17 2011 UTC (1 year, 3 months, 23 days, 18 hours, 17 minutes, and 9 seconds ago)Added support for maximum concurrent asteroid mining site operations at asteroid mining site operation rooms. No current asteroid mining site operation rooms have been affected by this change.
Posted at Thu Jan 20 02:02:23 2011 UTC (1 year, 3 months, 27 days, 19 hours, 53 minutes, and 3 seconds ago)Some bugs in movefix and a bug regarding landing on stations owned by a non-existant org have been fixed.
Posted at Fri May 18 07:36:04 2012 UTC (14 hours, 19 minutes, and 22 seconds ago)The voting machines will now allow one to change their vote.
Adding new proposals and determining the results will both produce automatic posts to the Debates forum.
Posted at Tue Mar 8 18:59:25 2011 UTC (1 year, 2 months, 11 days, 2 hours, 56 minutes, and 1 second ago)Fixed that bug in selling Teslatown modules.
Posted at Tue Mar 8 20:43:12 2011 UTC (1 year, 2 months, 11 days, 1 hour, 12 minutes, and 14 seconds ago)Introducing the COMMANDS command. You can use this command on "me," on "here," or on any nearby object to see all usable commands on it and their approximate syntax. Hopefully this avoids showing you any commands that you shouldn't be able to see or use, but if you should see any command that has slipped through the cracks, please find it within yourself to report it immediately rather than using it to delete the server or whatever it does. Thanks!
Posted at Sun Jan 24 15:56:22 2010 UTC (2 years, 3 months, 23 days, 5 hours, 59 minutes, and 4 seconds ago)Replaced starship repair functionality, much of which was a decade old, with entirely new code.
- Repair rate and command syntax should be unchanged.
- The command is, however, a little smarter about helping you pick valid components to repair, particularly launchers and turrets.
- Overall messaging is prettier; for instance, there is now an instant confirmation when you queue up an abort.
- You can now repair the same component that someone else started repairing, replacing their repair order. You want to do this if you are familiarized with the engineering room, but the person who began the repair is not.
- You no longer need to abort the repair in order to switch which component you're repairing. Just repair the new one.
- The system should now only inflict roundtime at appropriate moments instead of pretty much every time you try to use it.
- Overall the system creates less work for the server, which is always a good thing.
I've tested it and everything seems to work smoothly, but report any issues!
Posted at Sun Jan 24 17:16:58 2010 UTC (2 years, 3 months, 23 days, 4 hours, 38 minutes, and 28 seconds ago)TOP LIST CLASSIC has been replaced with a more in-character assessment of pilots' relative skills, in the form of the KNOWLEDGE command. Enjoy!
Posted at Mon Jan 25 04:11:16 2010 UTC (2 years, 3 months, 22 days, 17 hours, 44 minutes, and 10 seconds ago)Reduced the fine for claiming a ship as lost.
Posted at Thu Sep 16 06:06:09 2010 UTC (1 year, 8 months, 15 hours, 49 minutes, and 17 seconds ago)Requesting a ship from a courier company will now pay attention to the smart key placement general option.
Posted at Thu Sep 16 23:07:33 2010 UTC (1 year, 7 months, 30 days, 22 hours, 47 minutes, and 53 seconds ago)Fixed an issue with certain ship keys not propertly recycling.
Posted at Thu Sep 16 23:15:35 2010 UTC (1 year, 7 months, 30 days, 22 hours, 39 minutes, and 51 seconds ago)Fixed an issue where certain admins can't type well.
Posted at Thu Sep 16 23:15:49 2010 UTC (1 year, 7 months, 30 days, 22 hours, 39 minutes, and 37 seconds ago)Smokers rejoice. Smoking in battlesuits now totally works.
Posted at Wed Aug 3 21:47:25 2011 UTC (9 months, 13 days, 8 minutes, and 1 second ago)Lighters too.
Posted at Wed Aug 3 21:57:51 2011 UTC (9 months, 12 days, 23 hours, 57 minutes, and 35 seconds ago)Excitement for advanced orgs! (CO 300+) Custom rooms are now available! These are rooms that station owners can design themselves with some limited staff intervention. These should be roleplay-centered rooms and will not provide any mechanical advantages. This is a way for each org to make their station unique and personalized! Enjoy!
Posted at Sun Oct 16 15:57:10 2011 UTC (7 months, 1 day, 5 hours, 58 minutes, and 16 seconds ago)This mainly affects RATS suits, but suits that don't start at 0 points for their tier-1 suits are now treated more normally with respect to their primary weapons modules. (like lasers, chainguns, and so on)
Posted at Wed Sep 8 02:15:10 2010 UTC (1 year, 8 months, 8 days, 19 hours, 40 minutes, and 16 seconds ago)Removed the artifact submission points restriction, since it's quite possible these days for people to collect artifacts from day one.
Posted at Tue Jun 7 13:58:00 2011 UTC (11 months, 11 days, 7 hours, 57 minutes, and 26 seconds ago)Minor flight control change: Stations with multiple docking points will now just say the name of the station, instead of the name of the station and the dock of the station.
Posted at Tue Oct 13 15:12:46 2009 UTC (2 years, 7 months, 4 days, 6 hours, 42 minutes, and 40 seconds ago)Oh, you might've already noticed but e-mail is back to its state of sorta-working.
Posted at Fri Apr 15 21:54:48 2011 UTC (1 year, 1 month, 3 days, and 38 seconds ago)Fixed the verify command. Verify away.
Posted at Fri Apr 15 22:22:50 2011 UTC (1 year, 1 month, 2 days, 23 hours, 32 minutes, and 36 seconds ago)Nomination machines will now list how many nominees there are for each position.
Posted at Mon Mar 7 00:07:15 2011 UTC (1 year, 2 months, 12 days, 21 hours, 48 minutes, and 11 seconds ago)- RATS nests may now spawn semi-randomly in uncharted space. For now, you can expect to find and get credit for one nest per day (meaning 22 hours). This will probably change later, or additional mission types will be added.
- Added a new type of loot and battlesuit customization that will be fun for the whole family.
- Added period of non-aggression to RATS AI when they spawn in uncharted space (but not in charted space). If they attack you immediately, this is broken. This is so fortresses have time to launch defender ships, and to prevent explorers from getting harassed.
- Certain items are more likely to drop from boss RATS.
- Fixed an issue preventing some multi-effect abilities from being targetable.
- Eased the difficulty curve on RATS nest scaling.
- Added new enemy type with boss variant.
- Enemy abilities are harder to interrupt.
Posted at Sat Jan 16 01:55:46 2010 UTC (2 years, 4 months, 19 hours, 59 minutes, and 40 seconds ago)Some balance changes!
* Tier two destroyers now need fewer points all around.
* Tier two gunships now need much more points.
* Tier one gunships have been looked at and brought into a similar power level.
* The same goes for tier two gunships!
* People who own tier two gunships who no longer qualify for them have 24ish hours to either qualify for them or clean them out. A full reimbursement for the ship's stated value will go into effect after this period.
Posted at Tue Feb 22 03:12:51 2011 UTC (1 year, 2 months, 25 days, 18 hours, 42 minutes, and 35 seconds ago)Also, cruisers got their point level requirement upped. Similar deal!
Posted at Tue Feb 22 03:29:45 2011 UTC (1 year, 2 months, 25 days, 18 hours, 25 minutes, and 41 seconds ago)Bounty hount tags are now sent by the correct issuer. Maybe.
Posted at Fri Aug 19 06:59:00 2011 UTC (8 months, 28 days, 14 hours, 56 minutes, and 26 seconds ago)After some additions to the properties of weapons, components should again be working properly. If you notice any strange output, please send a report. Odd things might include, for instance, the number 12 where something used to say 'laser.' Or errors!
Posted at Mon Aug 17 15:11:37 2009 UTC (2 years, 8 months, 30 days, 6 hours, 43 minutes, and 49 seconds ago)For all of you chemistry nerds, we've added STARSHIP PLAQUES for you to craft! (as well as like twenty other things)
Starship plaques are starship decorations, but they can also be bolted inside if you wish. If you're feeling ambitious, you can ETCH the plaques to personalize them.
Posted at Mon Aug 17 19:55:36 2009 UTC (2 years, 8 months, 30 days, 1 hour, 59 minutes, and 50 seconds ago)'Average damage' (in both the AVG command and in scans) should much more accurately reflect how damaged the ship really is now.
Posted at Mon Aug 17 22:21:08 2009 UTC (2 years, 8 months, 29 days, 23 hours, 34 minutes, and 18 seconds ago)Some ships have had their max charge rating modified. DO NOT WORRY, FOR THIS IS INTENTIONAL!
Posted at Tue Aug 18 01:04:22 2009 UTC (2 years, 8 months, 29 days, 20 hours, 51 minutes, and 4 seconds ago)Asteroid Mining feature addition:
* Carrier drones now have a new advanced task known as 'Load Balance,' which is on by default.
* When the load balance task is activated, a drone will attempt to balance the amount of ore at each processor based on the proecessing power of each ore processor, with a slight additional tolerance.
As always, report any bugs or oddness that may occur.
Posted at Wed Jan 27 14:05:45 2010 UTC (2 years, 3 months, 20 days, 7 hours, 49 minutes, and 41 seconds ago)Low priority deployment centers have been added to battlesuit facilities. These include a live fire testing zone and, where it makes sense, simple solo missions against Outsider enforcers.
Posted at Wed Jan 27 22:04:04 2010 UTC (2 years, 3 months, 19 days, 23 hours, 51 minutes, and 22 seconds ago)Pilot league liaison offices (or their equivalent) have been added to every capital spaceport. Their main purpose at the moment is to contain a CADET ORIENTATION OFFICER which is exactly what it sounds like. New players will now start in this office rather than on the landing pad, and they can talk to the orientation NPC for some early help and direction.
Posted at Wed Jan 27 22:04:15 2010 UTC (2 years, 3 months, 19 days, 23 hours, 51 minutes, and 11 seconds ago)Miscellaneous changes I forgot to announce:
Voices now get regular reports if there is anything to report.
Teslatown defense missions now spawn fun toys for you to use.
Posted at Thu Mar 10 02:33:03 2011 UTC (1 year, 2 months, 9 days, 19 hours, 22 minutes, and 23 seconds ago)Converted a thing that may have been responsible for preventing beacon drops from happening near new sectors.
Posted at Mon Aug 16 13:29:09 2010 UTC (1 year, 9 months, 8 hours, 26 minutes, and 17 seconds ago)Added seatbelts to the game, but keep in mind that they are still illegal and may be difficult to find!
Posted at Mon Aug 16 15:29:08 2010 UTC (1 year, 9 months, 6 hours, 26 minutes, and 18 seconds ago)Fixed some outdated sector references in flight control.
Posted at Mon Aug 16 15:44:06 2010 UTC (1 year, 9 months, 6 hours, 11 minutes, and 20 seconds ago)Updated old command references in the newbie drone's script.
Posted at Mon Aug 16 15:48:03 2010 UTC (1 year, 9 months, 6 hours, 7 minutes, and 23 seconds ago)Added the "VSM" command to starships, just in case you want the visual part of the starmap without the coordinate rundown.
Posted at Mon Aug 16 20:11:33 2010 UTC (1 year, 9 months, 1 hour, 43 minutes, and 53 seconds ago)Starship component upgrades rearranged!
As part of the change to the new space system, we've switched component distribution to a new semi-automated system that principally takes into account local sector security to determine which components are available.
In other words:
- Many components have moved, and they're probably much more spread out now.
- Generally, the less secure the sector is, the higher quality the components are. Although, since the geography hasn't been built up as much as it eventually will be, we've massaged the availability rules a little to make sure everything is out there somewhere.
- And the best part about this for you: since it's mostly automated now, the system has gone ahead and found places for all (well, most) components up to 1000 points, which includes several previously unreleased ones!
If you find any oddities, like components you can't find anywhere anymore, or duplicated menus, or anything else that just doesn't look right, please use the REPORT command and let us know.
Posted at Mon Aug 16 22:17:30 2010 UTC (1 year, 8 months, 30 days, 23 hours, 37 minutes, and 56 seconds ago)Forgot to mention that this system has also resulted in a few brand new component-only starship stores scattered around.
Posted at Mon Aug 16 22:19:03 2010 UTC (1 year, 8 months, 30 days, 23 hours, 36 minutes, and 23 seconds ago)You may find that you have much fewer combat points than expected. DON'T PANIC! This is normal. Ground combat points have been seperated out into a newer and creamer category!
Posted at Sun Apr 12 02:53:41 2009 UTC (3 years, 1 month, 6 days, 19 hours, 1 minute, and 45 seconds ago)Time to rein things in a bit! Salvage ops are about where they should be in terms of rewards when done normally, but they're a bit too easily gamed.
Heat buildup response is now not only increased by local debris grade, but also capped by it. Pirates won't go all-out for a canister of grade 20 debris just because it's guarded by an entire army.
Similarly, maximum bounty payout is capped at a level that should not affect reasonably balanced salvage ops.
Since salvage canisters are rented, they must be returned to the alliance from which you got them. For some reason I just assumed people would tend to do this anyway!
Upper-tier salvaging equipment will now enforce its point requirements when used.
Posted at Tue Aug 16 09:12:32 2011 UTC (9 months, 12 hours, 42 minutes, and 54 seconds ago)Glowing test tubes of liquid are now, by popular demand, able to be consumed. Get one today! Available at your local Bari megapod.
Posted at Mon Jul 11 19:46:57 2011 UTC (10 months, 8 days, 2 hours, 8 minutes, and 29 seconds ago)Removing people of their worldly posessions now involves a criminal background check and a couple of other sanity checks. Okay, maybe not the criminal one but that's under consideration.
Posted at Thu Jun 2 20:00:34 2011 UTC (11 months, 16 days, 1 hour, 54 minutes, and 52 seconds ago)Made the minimap slightly more useful by increasing its size somewhat. Should still be okay on smaller screens. If this causes any problems, let us know.
Posted at Wed Jul 29 05:10:44 2009 UTC (2 years, 9 months, 18 days, 16 hours, 44 minutes, and 42 seconds ago)The minimap should now work properly with peer.
Posted at Thu Jul 30 04:35:56 2009 UTC (2 years, 9 months, 17 days, 17 hours, 19 minutes, and 30 seconds ago)@tesla now shows tesla explorers. And people opted out of the tops listings shouldn't be able to see it anymore.
Posted at Thu Jul 30 04:50:56 2009 UTC (2 years, 9 months, 17 days, 17 hours, 4 minutes, and 30 seconds ago)Players with 1000 aggregate points or more will not be subject to being purged for not playing.
Posted at Mon Aug 22 17:51:48 2011 UTC (8 months, 25 days, 4 hours, 3 minutes, and 38 seconds ago)The STATUS screen now gives some insight into how fast your engine is making you go.
Posted at Wed Feb 10 22:50:02 2010 UTC (2 years, 3 months, 5 days, 23 hours, 5 minutes, and 24 seconds ago)In light of recent changes, certain NPCs now do less damage, in order to keep the level of lethality in check. More changes may be coming (in either way) within the next few days.
Posted at Wed Feb 10 23:07:23 2010 UTC (2 years, 3 months, 5 days, 22 hours, 48 minutes, and 3 seconds ago)Ships should now no longer deal damage shortly after their destruction.
Posted at Thu Feb 11 01:27:14 2010 UTC (2 years, 3 months, 5 days, 20 hours, 28 minutes, and 12 seconds ago)Fixed a bug that allowed helpful sector matching to list lots of sectors whether they're supposed to be known or not!
Posted at Fri Sep 3 02:15:42 2010 UTC (1 year, 8 months, 13 days, 19 hours, 39 minutes, and 44 seconds ago)Organizations: Due to popular demand, added trustee demotion and member removal!
Posted at Sun Jan 16 23:54:43 2011 UTC (1 year, 3 months, 30 days, 22 hours, and 43 seconds ago)Updated the NPCs help file!
Posted at Sat Jul 18 01:00:46 2009 UTC (2 years, 10 months, 1 day, 20 hours, 54 minutes, and 40 seconds ago)Costs for repairing a ship's hull will now include a charge for repairing broken failsafes.
Posted at Wed Sep 30 14:25:09 2009 UTC (2 years, 7 months, 17 days, 7 hours, 30 minutes, and 17 seconds ago)Changed ship component availability to be affected by alliance relations. This will not affect point levels, but does affect where you find the components. Some may have switched locations or disappeared altogether (but just for the moment). This change will become more important soon. Don't update your upgrade books yet!
Posted at Wed Dec 7 15:47:26 2011 UTC (5 months, 10 days, 6 hours, and 8 minutes ago)Changed quantum entanglement communication devices to where they make a noise upon receiving or sending a message.
Posted at Mon Nov 9 07:22:49 2009 UTC (2 years, 6 months, 7 days, 14 hours, 32 minutes, and 37 seconds ago)Fraction of a message, rather.
Posted at Mon Nov 9 07:23:12 2009 UTC (2 years, 6 months, 7 days, 14 hours, 32 minutes, and 14 seconds ago)Fixed an issue where felo being held by a person would occasionally vanish suddenly and without a trace as though they had spoken out against the Premier in Soviet Russia.
Posted at Thu Dec 9 00:42:48 2010 UTC (1 year, 5 months, 8 days, 21 hours, 12 minutes, and 38 seconds ago)Modified Bari Spreader behaviour. Again.
Posted at Thu Dec 9 11:09:47 2010 UTC (1 year, 5 months, 8 days, 10 hours, 45 minutes, and 39 seconds ago)Fixed a few bugs in the starship damage algorithm with respect to starship component damage hit rates.
Posted at Thu Jan 6 14:56:50 2011 UTC (1 year, 4 months, 10 days, 6 hours, 58 minutes, and 36 seconds ago)Added VOTING REMINDERS to general options! It will remind you to vote every 12 hours. In particular, getting into the top 20 on TopMudSites generally results in a large influx of players.
Posted at Tue Feb 15 14:26:18 2011 UTC (1 year, 3 months, 1 day, 7 hours, 29 minutes, and 8 seconds ago)Added searchable portfolios and filing cabinets for letters. The filing cabinets are provided in civilian liaison offices, and the portfolios are available at mail rooms. They have BROWSE and SEARCH commands.
Posted at Tue Feb 15 15:27:50 2011 UTC (1 year, 3 months, 1 day, 6 hours, 27 minutes, and 36 seconds ago)A long-standing bug has finally been fixed: edible panties will now function properly through the REMOVE command. You are welcome.
Posted at Tue Feb 15 16:39:13 2011 UTC (1 year, 3 months, 1 day, 5 hours, 16 minutes, and 13 seconds ago)So, let's try something new!
The latest version of our MOO server uses a different memory allocation library, which, aside from being much faster, gives us a set of tools to measure resource usage in the server.
However, this may have unexpected behavior. Things seem to be going swimmingly at the moment, but who knows what the future may bring!
Posted at Sun Jan 15 17:22:49 2012 UTC (4 months, 1 day, 4 hours, 32 minutes, and 37 seconds ago)By popular demand, workbench LIST and USE commands are now subdivided by licenses.
Posted at Sun Jan 15 20:25:35 2012 UTC (4 months, 1 day, 1 hour, 29 minutes, and 51 seconds ago)An insurance thing! Two things happened:
1) We had a bunch of downtime.
2) The insurance company was still charging everyone after their coverage had expired.
For these reasons, everyone should now find that the only payment they owe is the latest one. Also, debt will cease to add up once the insurance company is no longer covering you, as intended.
Posted at Tue May 3 16:45:24 2011 UTC (1 year, 16 days, 5 hours, 10 minutes, and 2 seconds ago)- Added 'resign' as an alias for 'quit' at courier companies.
- Just for good measure, removed 'quit' as an alias for '@quit,' since I'm not sure when or why that was added.
Posted at Sat Jul 17 14:53:48 2010 UTC (1 year, 10 months, 2 days, 7 hours, 1 minute, and 38 seconds ago)Fixed an issue with security stations.
Posted at Wed Oct 21 19:15:30 2009 UTC (2 years, 6 months, 26 days, 2 hours, 39 minutes, and 56 seconds ago)Naval strength will now be slightly affected by conquest standing, coming into effect as the navies rotate their patrols over the next hour or so.
Posted at Thu Oct 22 02:04:07 2009 UTC (2 years, 6 months, 25 days, 19 hours, 51 minutes, and 19 seconds ago)Battlesuit minimod purge has been completed! Hopefully this won't be necessary again.
Minimod drop rate has been reduced by rather a lot.
The Electrostatic Exchange in Teslaworld now buys and sells minimods.
BY THESE THINGS COMBINED, we can hopefully make minimods something besides trash that everyone drops in the low priority deployment area.
Posted at Sat Feb 5 15:16:44 2011 UTC (1 year, 3 months, 11 days, 6 hours, 38 minutes, and 42 seconds ago)Also I added a PA command to liaison offices a couple days ago and forgot to say anything.
Posted at Sat Feb 5 15:45:13 2011 UTC (1 year, 3 months, 11 days, 6 hours, 10 minutes, and 13 seconds ago)Tesla sites should no longer lose minerals due to rounding errors.
Artifact extraction is somewhat faster.
Posted at Sat Feb 5 16:18:35 2011 UTC (1 year, 3 months, 11 days, 5 hours, 36 minutes, and 51 seconds ago)Made resource detection prettier and had it communicate the results to other people nearby.
Posted at Sat Feb 5 16:30:01 2011 UTC (1 year, 3 months, 11 days, 5 hours, 25 minutes, and 25 seconds ago)Made some changes serverside in the hopes of improving connectivity!
Posted at Tue Oct 5 23:26:23 2010 UTC (1 year, 7 months, 11 days, 22 hours, 29 minutes, and 3 seconds ago)Small landing/mail report bug fixed.
Posted at Sat Mar 12 19:11:36 2011 UTC (1 year, 2 months, 7 days, 2 hours, 43 minutes, and 50 seconds ago)Objects which dispense items can now be picked up by the player who last held them.
Posted at Thu Jan 7 17:48:25 2010 UTC (2 years, 4 months, 9 days, 4 hours, 7 minutes, and 1 second ago)One-use repair drones are now available at battlesuit outfitters. You can equip up to five of them and you may want to!
Posted at Thu Jan 7 23:06:02 2010 UTC (2 years, 4 months, 8 days, 22 hours, 49 minutes, and 24 seconds ago)The issue with buying repair drones is fixed! Nobody actually spent any money on it.
Posted at Thu Jan 7 23:14:20 2010 UTC (2 years, 4 months, 8 days, 22 hours, 41 minutes, and 6 seconds ago)The ground combat help file has been updated for the new system, unless I've forgotten anything, which is likely.
Posted at Fri Jan 8 05:58:51 2010 UTC (2 years, 4 months, 8 days, 15 hours, 56 minutes, and 35 seconds ago)Ather Jammoa may now be hurled into trash cans.
Posted at Tue Nov 22 00:43:09 2011 UTC (5 months, 25 days, 21 hours, 12 minutes, and 17 seconds ago)For some reason, we have seen fit to add a Miriani help file. The purpose of this is to clear up genuine points of confusion which, as we've all seen, tend to come up rather frequently here.
Posted at Wed Feb 2 02:07:22 2011 UTC (1 year, 3 months, 14 days, 19 hours, 48 minutes, and 4 seconds ago)Added activity breakdown to Industrial Whip terminals.
Posted at Wed Feb 2 14:51:15 2011 UTC (1 year, 3 months, 14 days, 7 hours, 4 minutes, and 11 seconds ago)Because the beginning description choices are rather extensive and may have been a newbie retention issue, going through the description choices is now OPTIONAL for cadets. However, they will be required to complete this process before submitting a profile.
Posted at Wed Feb 2 16:05:32 2011 UTC (1 year, 3 months, 14 days, 5 hours, 49 minutes, and 54 seconds ago)The standings on the Industrial Whip terminal will now show the gap between their own alliance and first place.
Posted at Wed Feb 2 16:10:02 2011 UTC (1 year, 3 months, 14 days, 5 hours, 45 minutes, and 24 seconds ago)RUNDOWN should now show the same sector title/area/security/etc. information that STARMAP does.
Posted at Wed Feb 2 18:21:48 2011 UTC (1 year, 3 months, 14 days, 3 hours, 33 minutes, and 38 seconds ago)Civilian liaisons!
I feel a little crazy for doing this, but it actually came out sort of useful.
You now receive paperwork! An aide will drop a report on your desk every few hours, several times a day. This report will contain relevant stuff about your job. You may STAMP it to get rid of it and never see it again.
Alternatively, if it seems important, you may use the shiny new photocopier on your desk to keep a copy for yourself before you stamp it! This copy of the report will be a mailable letter.
(As an aside, mailable letters are now copyable too.)
Unfortunately, I still couldn't think of anything relevant that Voices could possibly receive in a report. If you have any ideas, post them in the liaison topic in OOC/MTTNS.
Posted at Wed Feb 2 21:45:51 2011 UTC (1 year, 3 months, 14 days, 9 minutes, and 35 seconds ago)Updated the Coalition and Accord NPCs help file.
Posted at Tue Jan 25 22:55:46 2011 UTC (1 year, 3 months, 21 days, 22 hours, 59 minutes, and 40 seconds ago)Fixed a bug where navy ships could become stuck for ever and ever, tending to result in large navies of small ships.
Posted at Thu Sep 17 16:09:46 2009 UTC (2 years, 7 months, 30 days, 5 hours, 45 minutes, and 40 seconds ago)Added some enhancements to belt station shift orders. Also fixed a bug where a station left completely idle would not rest the employees.
Posted at Thu Sep 17 17:20:42 2009 UTC (2 years, 7 months, 30 days, 4 hours, 34 minutes, and 44 seconds ago)@searchhelp will now show you which line matched your search at the end of the help file.
Posted at Thu Sep 17 18:42:30 2009 UTC (2 years, 7 months, 30 days, 3 hours, 12 minutes, and 56 seconds ago)Changed a few things with how red alerts work, mostly to clean up 11 year code and make it strain the server less.
As always, report any weirdness.
Posted at Tue Sep 22 00:54:02 2009 UTC (2 years, 7 months, 25 days, 21 hours, 1 minute, and 24 seconds ago)Made a help file for BOOKS! This is something I've been meaning to do for a good year or so.
Posted at Sun Dec 19 01:39:04 2010 UTC (1 year, 4 months, 28 days, 20 hours, 16 minutes, and 22 seconds ago)Airfort medical centers now use synthesis supplies based on the severity of the injury, as opposed to the flat rate previously used.
Posted at Sun Dec 19 03:07:57 2010 UTC (1 year, 4 months, 28 days, 18 hours, 47 minutes, and 29 seconds ago)WOO ICY QUIZ
Posted at Sun Dec 19 22:06:20 2010 UTC (1 year, 4 months, 27 days, 23 hours, 49 minutes, and 6 seconds ago)FIXED ICY QUIZ DATE PROBLEM WITH QUESTION 3 WOO
Posted at Sun Dec 19 22:16:14 2010 UTC (1 year, 4 months, 27 days, 23 hours, 39 minutes, and 12 seconds ago)Something that was supposed to be implemented in ship conversion/hybridization stores but wasn't is now implemented.
Posted at Mon Jun 29 13:48:22 2009 UTC (2 years, 10 months, 20 days, 8 hours, 7 minutes, and 4 seconds ago)A small change to garages: Garages now transport to more than just the 'Alpha' dock of a station.
Posted at Mon Jun 29 14:48:17 2009 UTC (2 years, 10 months, 20 days, 7 hours, 7 minutes, and 9 seconds ago)Fixed a bug in the League Prime Defense Cruiser.
Posted at Mon Jun 29 21:54:53 2009 UTC (2 years, 10 months, 20 days, and 33 seconds ago)You can now no longer purchase a limited production ship shortly after losing one.
Posted at Fri Feb 12 21:00:47 2010 UTC (2 years, 3 months, 4 days, 54 minutes, and 39 seconds ago)More nest changes.
- Allowed enemies to use some abilities previously only available to players.
- Added new enemy types for tougher nests.
- Increased difficulty of later bosses.
Posted at Tue May 25 15:13:30 2010 UTC (1 year, 11 months, 24 days, 6 hours, 41 minutes, and 56 seconds ago)Assist reasons must now contain at least five words. This change has been done due to frequent abuse of the assist system by supplying invalid reasons. Happy assisting, everyone!
Posted at Sun Jan 3 18:21:55 2010 UTC (2 years, 4 months, 13 days, 3 hours, 33 minutes, and 31 seconds ago)Attention miners: I grew tired of seeing people abusing the everliving fuck out of mining sites by starting and aborting 50 of them to get THE VERY BEST AMOUNT OF METALS. Doing this all the time without ever reporting it is basically classic policy 5, but rather than get all uptight about it, it will just no longer have the desired effect. Try it for yourself. Good luck!
Posted at Sun Jan 3 22:03:29 2010 UTC (2 years, 4 months, 12 days, 23 hours, 51 minutes, and 57 seconds ago)Alliances with poor relations are now allowed to fulfill each other's special trade requests.
Posted at Mon Jan 4 03:38:59 2010 UTC (2 years, 4 months, 12 days, 18 hours, 16 minutes, and 27 seconds ago)The sanctuary's patented Felo Mass Fredom Suction Device Mo-Thing now also extracts felo nests!
Posted at Thu Mar 17 03:05:46 2011 UTC (1 year, 2 months, 2 days, 18 hours, 49 minutes, and 40 seconds ago)A proper error message is now given when using the talk command on players.
Posted at Tue Aug 2 03:39:34 2011 UTC (9 months, 14 days, 18 hours, 15 minutes, and 52 seconds ago)Purged the room o' unclaimed ships. There will be no more (or at least fewer) announced ship purges --- deleted player ships should now automatically get moved to the Room o' Unclaimed Ships.
Posted at Sun Oct 25 07:53:00 2009 UTC (2 years, 6 months, 22 days, 14 hours, 2 minutes, and 26 seconds ago)Experiment time!
We're going to try something a bit different for "capped" activities, now that the Conquest period has been available as an interval of time for quite a while. That's right, instead of a daily cap, we'll have a Conquest period cap.
- Beacon drops had a daily limit of two. You can now do eight per Conquest period.
- Low priority ground missions were also two per day, now eight per period.
- RATS nests were one per day, now four per period.
I haven't done asteroid mining yet because it's different for some reason, but I probably will soon.
The reasoning for this:
- Greater flexibility. If you've got a good group for beacons or nests and everybody wants to just keep going, go for it, instead of trying to reassemble daily.
- A daily limit creates a sort of use-it-or-lose-it situation that can create frustration, which is relaxed with a longer period of time.
The downside of this is that it's no longer assured that people will be looking to do these activities daily; but then, it really wasn't anyway. But if it turns out that this makes finding a group even harder, then it'll be easy to change back.
The INFO command will now show how many activities you've done this Conquest period out of the total you're allowed.
Posted at Wed Jun 16 04:20:13 2010 UTC (1 year, 11 months, 2 days, 17 hours, 35 minutes, and 13 seconds ago)Fixed that piercing gender thing that a thousand people reported!
Posted at Thu Feb 24 02:42:36 2011 UTC (1 year, 2 months, 23 days, 19 hours, 12 minutes, and 50 seconds ago)Heavy lasers have been modified so as to hopefully make their usage more attractive.
Posted at Sat Oct 17 13:28:18 2009 UTC (2 years, 7 months, 8 hours, 27 minutes, and 8 seconds ago)Low-value trade goods are now worth more points than high-value trade goods.
Posted at Sat Oct 17 15:38:22 2009 UTC (2 years, 7 months, 6 hours, 17 minutes, and 4 seconds ago)Implemented the changelog system and ported some old announcements over to the new changelog system. A player command for viewing recent changes will be coming soon.
Posted at Sat Oct 17 17:09:15 2009 UTC (2 years, 7 months, 4 hours, 46 minutes, and 11 seconds ago)Fixed an issue in the changelog announcement system preventing it from actually working.
Posted at Sat Oct 17 17:10:45 2009 UTC (2 years, 7 months, 4 hours, 44 minutes, and 41 seconds ago)Changed a few things with respect to how Conquest results are tallied.
Posted at Sat Oct 17 19:24:39 2009 UTC (2 years, 7 months, 2 hours, 30 minutes, and 47 seconds ago)You can now use @conquest-latest to check the status for the current Conquest period.
Posted at Sat Oct 17 21:15:16 2009 UTC (2 years, 7 months, 40 minutes, and 10 seconds ago)@conquest-latest removed from general player usage.
Posted at Sat Oct 17 21:18:13 2009 UTC (2 years, 7 months, 37 minutes, and 13 seconds ago)A number of basic system upgrades have finally happened! There's no effective difference, but if you notice anything weird happening when flying around please report it.
Posted at Fri Jun 24 12:47:54 2011 UTC (10 months, 25 days, 9 hours, 7 minutes, and 32 seconds ago)You may now conceal all but one worn container (that is, bags and backpacks and such).
Posted at Fri Jun 24 16:34:36 2011 UTC (10 months, 25 days, 5 hours, 20 minutes, and 50 seconds ago)Your inventory is now spread out over multiple lines instead of just one. Furthermore, concealed items are now also listed. Also, looking may cause everything to explode. Nudity is suggested for your safety until the tracebacks subside.
Posted at Fri Jun 24 19:51:12 2011 UTC (10 months, 25 days, 2 hours, 4 minutes, and 14 seconds ago)Do you like shouting 'Are you there?' to the world? I'm sad to say that this practice is no longer necessary and you may need to broaden your horizons. You can now type '@who
Beverage dispensers and their kin now work when on a table.
Posted at Fri Jun 24 21:05:58 2011 UTC (10 months, 25 days, 49 minutes, and 28 seconds ago)Soldier felo genetics are now gradually lost through a docile lifestyle.
Posted at Mon Jan 17 22:00:45 2011 UTC (1 year, 3 months, 29 days, 23 hours, 54 minutes, and 41 seconds ago)Renters of organization ships are no longer required to have the destruction fee on hand in order to rent a ship. However, the fee will be deducted regardless, even if it puts you into negative credits. This may be handled better in the future, but it will do for now!
Posted at Tue Nov 29 19:24:38 2011 UTC (5 months, 18 days, 2 hours, 30 minutes, and 48 seconds ago)Added a list of common cliches to be avoided to HELP BASIC PROFILE.
Posted at Mon Oct 26 14:05:25 2009 UTC (2 years, 6 months, 21 days, 7 hours, 50 minutes, and 1 second ago)Yell should now be passed through the text filter.
Posted at Tue Nov 17 12:08:25 2009 UTC (2 years, 5 months, 30 days, 9 hours, 47 minutes, and 1 second ago)Fixed an issue with enemy loot dropping!
Posted at Sat Jan 29 01:47:53 2011 UTC (1 year, 3 months, 18 days, 20 hours, 7 minutes, and 33 seconds ago)By popular demand, because all games of a similar genre must apparently be exactly the same, I have added... not a course command, but an ETA command. This is actually an alias for the existing SPEED command.
Posted at Sat Jan 29 02:55:42 2011 UTC (1 year, 3 months, 18 days, 18 hours, 59 minutes, and 44 seconds ago)Added the Mentor system, which is detailed under ANNOUNCEMENTS because ANNOUNCEMENTS ARE IMPORTANT and so is this.
Posted at Wed Aug 18 00:06:27 2010 UTC (1 year, 8 months, 29 days, 21 hours, 48 minutes, and 59 seconds ago)Realized OUT OF NOWHERE that the cadet test buoy quest didn't survive the conversion. Now fixed!
Posted at Wed Aug 18 01:54:26 2010 UTC (1 year, 8 months, 29 days, 20 hours, and 1 minute ago)Turns out I fixed the cadet test buoys a little TOO well. But now they are prevented from spawning, well, absolutely everywhere.
Posted at Wed Aug 18 02:09:50 2010 UTC (1 year, 8 months, 29 days, 19 hours, 45 minutes, and 36 seconds ago)Fixed another outdated sector reference in the orientation officer's dialogue.
Posted at Wed Aug 18 02:10:11 2010 UTC (1 year, 8 months, 29 days, 19 hours, 45 minutes, and 15 seconds ago)Fixed an issue where players were able to spend more credits than they had on battlesuit components.
Posted at Wed Aug 18 02:55:35 2010 UTC (1 year, 8 months, 29 days, 18 hours, 59 minutes, and 51 seconds ago)Made sure that RATS would spawn for new players that have accepted the RATS core quest.
Posted at Wed Aug 18 03:37:00 2010 UTC (1 year, 8 months, 29 days, 18 hours, 18 minutes, and 26 seconds ago)Fixed an issue where RATS weren't spawning in logical places due to the system relying on pre-conversion data.
Posted at Wed Aug 18 03:42:18 2010 UTC (1 year, 8 months, 29 days, 18 hours, 13 minutes, and 8 seconds ago)So, it turns out that there was something terribly wrong with felo aging.
THE BAD:
* All super old felo died en masse.
THE GOOD:
* You'll have advance warning in the future.
Posted at Wed Jan 12 14:50:27 2011 UTC (1 year, 4 months, 4 days, 7 hours, 4 minutes, and 59 seconds ago)The combat energy grid and battery changes have been implemented. Comments, suggestions, and so on should be posted to OOC/Messages to the Staff or REPORTed.
Posted at Thu Jul 30 15:48:22 2009 UTC (2 years, 9 months, 17 days, 6 hours, 7 minutes, and 4 seconds ago)Everyone who participated in the event last week got a little point bump.
Posted at Thu Jul 30 19:12:01 2009 UTC (2 years, 9 months, 17 days, 2 hours, 43 minutes, and 25 seconds ago)Added a status tag legend to @who/@users to explain all of those funky [c]s and [a]s beside people's names. You can turn it off with GEN-O.
Posted at Thu Jul 30 20:28:55 2009 UTC (2 years, 9 months, 17 days, 1 hour, 26 minutes, and 31 seconds ago)Added ace and rogue perks and penalties, respectively.
Posted at Thu Jul 30 20:48:47 2009 UTC (2 years, 9 months, 17 days, 1 hour, 6 minutes, and 39 seconds ago)Salvage ops are getting closer to finalized, including their full Conquest effect.
Several potential exploits have been fixed, mostly related to avoiding pirate attacks.
Salvage ops are now limited to six per Conquest, which should be roughly the same number of hours allotted for decoy beacon drops and RATS nests. Ops you've completed before now won't count against this limit.
Posted at Thu Jul 28 01:00:48 2011 UTC (9 months, 19 days, 20 hours, 54 minutes, and 38 seconds ago)We made a small change to how RATS core rewards are handled. You shouldn't see any visible change on your end, but report any oddities nonetheless.
Posted at Sat Oct 3 04:44:54 2009 UTC (2 years, 7 months, 14 days, 17 hours, 10 minutes, and 32 seconds ago)The ship's computer is now more verbose about something not happening when you want it to.
Take its words to heart, ignoring its advice has terrible consequences.
Posted at Fri Dec 24 00:03:22 2010 UTC (1 year, 4 months, 23 days, 21 hours, 52 minutes, and 4 seconds ago)Players should no longer be able to transmit on metafrequencies whilst out of communications range.
Posted at Tue Nov 3 21:37:38 2009 UTC (2 years, 6 months, 13 days, 17 minutes, and 48 seconds ago)Fixed an issue that was probably preventing all limited production ships from becoming available since the conquest tally earlier today.
Posted at Tue Nov 3 23:00:52 2009 UTC (2 years, 6 months, 12 days, 22 hours, 54 minutes, and 34 seconds ago)The bug with battlesuits not transferring to the spaceport under certain circumstances has been found and fixed. Everyone's battlesuits, if they were on an airfort, have been returned to their capital planet.
Posted at Sun Jan 17 23:28:58 2010 UTC (2 years, 3 months, 29 days, 22 hours, 26 minutes, and 28 seconds ago)Going to try giving battlesuits a limited ability to slowly repair automatically out of combat. Report any issues!
Posted at Mon Jan 18 01:12:12 2010 UTC (2 years, 3 months, 29 days, 20 hours, 43 minutes, and 14 seconds ago)Damage warnings should now properly notify you of the maximum threshold you've exceeded rather than the minimum. For instance, going from 8% to 25% damage will tell you you've exceeded 20%, rather than saying you've only exceeded 10%.
Posted at Mon Jan 18 01:19:42 2010 UTC (2 years, 3 months, 29 days, 20 hours, 35 minutes, and 44 seconds ago)The pulse ability has been reworked to stun for the enemy for less time, but it now includes an interrupt effect.
Posted at Mon Jan 18 01:26:58 2010 UTC (2 years, 3 months, 29 days, 20 hours, 28 minutes, and 28 seconds ago)Fixed a couple of issues in the RATS nest mapbuilder.
- It turns out an entire section 4-6 rooms in length was missing from the layout entirely!
- Enemies would occasionally double up when not intended in the final part of the nest.
Posted at Mon Jan 18 01:54:17 2010 UTC (2 years, 3 months, 29 days, 20 hours, 1 minute, and 9 seconds ago)Fixed an issue with conquest results not properly tallying (due to an error in clearing the datamine data)
Posted at Sun Oct 18 15:56:47 2009 UTC (2 years, 6 months, 29 days, 5 hours, 58 minutes, and 39 seconds ago)Added an alias of GROUP to the HOLD command, with different messages, for those not secure with their sexuality.
Posted at Sun Oct 18 23:58:39 2009 UTC (2 years, 6 months, 28 days, 21 hours, 56 minutes, and 47 seconds ago)Conquest gain and beacon drops: The conquest gain will no longer be even among all participants. The ship's owner (and his or her alliance) will achieve additional conquest gain based on the size of the crew.
Posted at Mon Oct 19 02:46:28 2009 UTC (2 years, 6 months, 28 days, 19 hours, 8 minutes, and 58 seconds ago)Tagging for transporting contraband now checks both the ship's registered alliance and the control of the sector into account.
Posted at Mon Oct 19 04:15:14 2009 UTC (2 years, 6 months, 28 days, 17 hours, 40 minutes, and 12 seconds ago)Getting caught for smuggling contraband now incurs an appropriate conquest loss.
Posted at Mon Oct 19 04:51:49 2009 UTC (2 years, 6 months, 28 days, 17 hours, 3 minutes, and 37 seconds ago)Added some functionality to orgs that used to exist in SC Classic's company system, plus some other things!
- Added an ORG command to check org info and the status of pending actions from anywhere in communication range.
- Added notification of pending org actions to the login report.
- Orgs can now set an official stated purpose and a slogan.
- Orgs can toggle public status to determine whether non-members can list them and see (non-sensitive) information about them.
- Orgs can also toggle recruitment status. When activated, other players are able to apply to your organization.
- Added a SEARCH command to org rooms to allow players in an org to list other orgs. For orgless players, the MENU command also does this.
It's awkward to test org things as a host, so out of sheer laziness I did not do so. So have fun with that!
Functionality will be added to how orgs handle starship assets in the very near future as well.
Posted at Mon Sep 20 02:49:55 2010 UTC (1 year, 7 months, 27 days, 19 hours, 5 minutes, and 31 seconds ago)As promised!
- Starships belonging to your org should now count as 'yours' for the most part, except that you must still be a trustee to upgrade its components.
- You can transfer an existing starship to your org. You must be a trustee, you must be holding the title, and both you and the org must fulfill the ship's point requirements.
- Trustees can generate a key for any org-owned ship through the org room menu at any time.
Posted at Mon Sep 20 14:56:16 2010 UTC (1 year, 7 months, 27 days, 6 hours, 59 minutes, and 10 seconds ago)The DOCK/UNDOCK commands on landing pads should now grant permission to keyholders in addition to owners.
Posted at Mon Sep 20 15:03:30 2010 UTC (1 year, 7 months, 27 days, 6 hours, 51 minutes, and 56 seconds ago)Removed the bonus to combat energy grid added to larger ships as a test run. We'd like feedback on this change on OOC/MTTS or the MTTS channel.
Posted at Thu Sep 23 02:52:52 2010 UTC (1 year, 7 months, 24 days, 19 hours, 2 minutes, and 34 seconds ago)Combat score calculation has been changed slightly!
There's now 'Unauthorized' and 'Authorized' combat points. For upgrading, @tops, and so on, only authorized points will count. However, as your cap raises, the authorized points will gradually raise to your unauthorized point level.
Posted at Tue Jun 2 22:31:36 2009 UTC (2 years, 11 months, 15 days, 23 hours, 23 minutes, and 50 seconds ago)In a similar vein to unauthorized combat points, there are now unauthorized overall points. In most cases, you'll never get them, but in a handful of cases, such as the point gain bug a few days ago, or if your cap somehow fluctuates and you find yourself above your cap, you'll only have the points counted up to your cap. They're not gone, but they won't count until your cap increases to that point.
Additionally, you can check your unauthorized points at any reputable point center near you.
Posted at Wed Jun 3 01:17:31 2009 UTC (2 years, 11 months, 15 days, 20 hours, 37 minutes, and 55 seconds ago)After observing the state of the organization system since it was implemented, we've decided that the government shall match any point contribution made to an organization. In other words, whatever points you contribute will be doubled when added to the organization's totals. Also, all organization points have seen a one-time doubling this morning. Hopefully this will make it more practical to attain worthwhile ships for your organization.
Posted at Mon Dec 13 14:00:10 2010 UTC (1 year, 5 months, 4 days, 7 hours, 55 minutes, and 16 seconds ago)It will require some testing, but I may possibly have made it so that you can use a battlesuit outfitter's SWITCH command as long as your active battlesuit is at ANY spaceport.
Posted at Mon Dec 13 15:09:52 2010 UTC (1 year, 5 months, 4 days, 6 hours, 45 minutes, and 34 seconds ago)Added Manual Starship Control help file.
Posted at Mon Dec 13 20:14:14 2010 UTC (1 year, 5 months, 4 days, 1 hour, 41 minutes, and 12 seconds ago)Made nutrigel dispensers boltable!
Posted at Mon Dec 13 22:36:36 2010 UTC (1 year, 5 months, 3 days, 23 hours, 18 minutes, and 50 seconds ago)Server changes SQ-0.1.14b2 -> SQ-0.2.2
The technical:
* Optimized the parser slightly. The verdict's still out on how much this will help, but it can't hurt.
* Changed the random number engine to one that's about 5% more efficient while producing higher quality random numbers.
* Vastly improved suspend accuracy.
* New built-in functions for a variety of tasks.
The non-technical version of the above:
* Faster code! Always a good thing!
* More random random numbers. This means that a ship probably won't ding your hull five times in a row. However, it's still possible. The old RNG tended to have long strings of the same number and this one tends to be, well, ~~~random~~~!
* Ships will probably move significantly faster in general.
* Shinies for hosts (and by extension (through the magic of trickle-down economics), players!)!
Posted at Sun Sep 25 11:50:11 2011 UTC (7 months, 22 days, 10 hours, 5 minutes, and 15 seconds ago)Textmapping is now functional in battlesuits.
Posted at Sun Sep 25 20:56:11 2011 UTC (7 months, 22 days, 59 minutes, and 15 seconds ago)A possible source of the ftl lag has been fixed.
Posted at Sun Sep 25 22:07:06 2011 UTC (7 months, 21 days, 23 hours, 48 minutes, and 20 seconds ago)Tied salvage op payout to an internal value which is tracked for each character known as "target maximum credits per hour." For most of you, this probably means little or no change. However, it will prevent, for example, cadets who are one day old from collecting paychecks of 150 million.
Posted at Sat Nov 12 15:59:43 2011 UTC (6 months, 4 days, 5 hours, 55 minutes, and 43 seconds ago)Added organization station territories for the Mutuality and EAOS.
Organizations in alliances designed to be smaller will enjoy halved active member requirements for station upgrades.
Posted at Sat Nov 12 20:39:46 2011 UTC (6 months, 4 days, 1 hour, 15 minutes, and 40 seconds ago)A couple mining interface changes!
- Added a DISPLAY command to toggle whether or not the map is displayed in the BUILD interface.
- The ENTER command now accepts a set of coordinates to appear at within your site. For instance, 'ENTER 10 0' will place you at coordinates (10, 0) within your site.
Posted at Sat Jan 22 17:17:11 2011 UTC (1 year, 3 months, 25 days, 4 hours, 38 minutes, and 15 seconds ago)Crafting stores: If you're holding your workbench, the menu will no longer display toolsets already installed.
Posted at Sat Jan 22 17:48:15 2011 UTC (1 year, 3 months, 25 days, 4 hours, 7 minutes, and 11 seconds ago)Some assorted robot bugs are solved. Exciting service robot options will be coming soon!
Posted at Mon Jan 23 00:20:30 2012 UTC (3 months, 24 days, 21 hours, 34 minutes, and 56 seconds ago)The destruction (or forced launch) of a battlesuit will now inflict just a touch of conquest loss depending on the tier of the battlesuit.
Posted at Sun Jul 10 22:12:08 2011 UTC (10 months, 8 days, 23 hours, 43 minutes, and 18 seconds ago)Improved matching in certain instances to better detect when you're trying to use an object's exact name.
Posted at Sat Sep 25 14:20:12 2010 UTC (1 year, 7 months, 22 days, 7 hours, 35 minutes, and 14 seconds ago)We've completed a change to how starship component information is stored. Please report any oddities.
Posted at Sat Aug 29 14:38:48 2009 UTC (2 years, 8 months, 18 days, 7 hours, 16 minutes, and 38 seconds ago)The interalliance diplomatic status formerly known as "peace treaty" will now be known as "cease fire" for greater clarity, representing (as it tends to actually work) a suspended state of war. The hierarchy of diplomatic relations, then, is Alliance > Non-aggression Pact > No Relations > Cease Fire > War.
Posted at Wed Dec 9 21:47:21 2009 UTC (2 years, 5 months, 8 days, 8 minutes, and 5 seconds ago)To clarify, grouping commands now work while in a battlesuit, and that's how you form Teslatown parties. However, group behavior will cease as usual once on a mission.
Posted at Sun Jan 23 16:27:49 2011 UTC (1 year, 3 months, 24 days, 5 hours, 27 minutes, and 37 seconds ago)CASH and POINTS now show Tesla stuff!
Posted at Sun Jan 23 16:59:14 2011 UTC (1 year, 3 months, 24 days, 4 hours, 56 minutes, and 12 seconds ago)WEAPONS should now properly show your equipped Tesla modules.
Posted at Sun Jan 23 17:08:47 2011 UTC (1 year, 3 months, 24 days, 4 hours, 46 minutes, and 39 seconds ago)Increased the point value of Teslabucks.
Posted at Sun Jan 23 17:20:08 2011 UTC (1 year, 3 months, 24 days, 4 hours, 35 minutes, and 18 seconds ago)The output of the Teslabuck exchange command is now clarified.
Posted at Sun Jan 23 17:49:10 2011 UTC (1 year, 3 months, 24 days, 4 hours, 6 minutes, and 16 seconds ago)Mining operations will now be able to contact Teslatown from the surface.
Posted at Sun Jan 23 19:08:25 2011 UTC (1 year, 3 months, 24 days, 2 hours, 47 minutes, and 1 second ago)Small mining operations should now be potentially more valuable, although not as valuable as mining in a group!
Posted at Sun Jan 23 19:24:02 2011 UTC (1 year, 3 months, 24 days, 2 hours, 31 minutes, and 24 seconds ago)Fixed an issue with Tesla tunnels determining their depth, which should fix boss placement.
Posted at Sun Jan 23 19:27:37 2011 UTC (1 year, 3 months, 24 days, 2 hours, 27 minutes, and 49 seconds ago)Small sites may now contain some weak enemies.
Posted at Sun Jan 23 21:25:29 2011 UTC (1 year, 3 months, 24 days, 29 minutes, and 57 seconds ago)Added a new drill at 50 points!
Posted at Sun Jan 23 22:06:54 2011 UTC (1 year, 3 months, 23 days, 23 hours, 48 minutes, and 32 seconds ago)Teslaworld site values now scale a bit more appropriately at lower levels.
Teslabucks converted into points now provide more ground combat credit. This is retroactive.
Posted at Sun Jan 23 22:28:37 2011 UTC (1 year, 3 months, 23 days, 23 hours, 26 minutes, and 49 seconds ago)Slightly reduced the effect hull damage has on the 'average damage' rating in scan and the avg command.
Posted at Sun Jan 23 22:47:00 2011 UTC (1 year, 3 months, 23 days, 23 hours, 8 minutes, and 26 seconds ago)Your point display will now indicate vaguely if you are at or near your cap for each category. If you have a command point indicator, don't pay much attention to it.
Posted at Sat Dec 3 19:22:49 2011 UTC (5 months, 14 days, 2 hours, 32 minutes, and 37 seconds ago)Added weekly maintenance shutdowns. Should happen around midnight pacific time on Sundays, which is fairly off-peak for everyone!
Posted at Sun Apr 10 18:58:05 2011 UTC (1 year, 1 month, 8 days, 2 hours, 57 minutes, and 21 seconds ago)Fixed an issue with battlesuit refurbishment from the store.
Posted at Sun Sep 5 01:58:16 2010 UTC (1 year, 8 months, 11 days, 19 hours, 57 minutes, and 10 seconds ago)Added a Mud List Voting help file to consolidate mud listing and voting information.
Posted at Sun Sep 5 13:48:39 2010 UTC (1 year, 8 months, 11 days, 8 hours, 6 minutes, and 47 seconds ago)Added to the cadet orientation officer dialogue, allowing them to lead new players straight to the ship store or battlesuit outfitter. Correspondingly, added orientation assistants in these places to lead new players back to the office.
Posted at Sun Sep 5 16:02:37 2010 UTC (1 year, 8 months, 11 days, 5 hours, 52 minutes, and 49 seconds ago)Also had the cadet orientation officer clarify that outfitting a battlesuit requires a crapload of money for a newbie.
Posted at Sun Sep 5 16:08:19 2010 UTC (1 year, 8 months, 11 days, 5 hours, 47 minutes, and 7 seconds ago)Space markets expanded!
It's now much easier to sell copyable media, which includes books, film discs, and photos. New facilities have appeared on all space markets which allow you to sell these things indefinitely for as long as people wish to buy them.
- For the buyer, these work like any other store. Type MENU and then BUY #.
- For the seller, first hold the item you wish to sell in your hand, then type SELL. The item will be placed on the market, ready to distribute copies forever. If it's a new version of the same title, the listing will be updated automatically. After some items have sold, type COLLECT to have the profits transferred to you.
Posted at Sun Sep 5 21:49:20 2010 UTC (1 year, 8 months, 11 days, 6 minutes, and 6 seconds ago)Fixed a bug with salvage op defender payout. Many apologies!
Posted at Sun Nov 13 02:52:57 2011 UTC (6 months, 3 days, 19 hours, 2 minutes, and 29 seconds ago)Fixed a reference to 'overall' points in ship stores to correctly read 'industry.'
Posted at Sun Dec 13 18:17:47 2009 UTC (2 years, 5 months, 4 days, 3 hours, 37 minutes, and 39 seconds ago)Felo are now sensitive to overcrowding. More than your ship's limit is not a good idea!
Posted at Fri Aug 12 01:56:02 2011 UTC (9 months, 4 days, 19 hours, 59 minutes, and 24 seconds ago)Non-pilots have been given a credit cap.
Posted at Fri Aug 12 23:55:49 2011 UTC (9 months, 3 days, 21 hours, 59 minutes, and 37 seconds ago)NEW FEATURE FILLED WITH NEW: Now at any intersector fund center you can view the exchange rate between your alliance and other alliances in a handy table, including the inverse rate! Enjoy.
Posted at Sat Sep 26 19:10:57 2009 UTC (2 years, 7 months, 21 days, 2 hours, 44 minutes, and 29 seconds ago)By suddenly extraordinarily popular demand, menus on organization stations have CLEAR and DELETE commands.
Posted at Sat Jul 30 14:46:55 2011 UTC (9 months, 17 days, 7 hours, 8 minutes, and 31 seconds ago)SDC terminals will no longer generate detailed reports about activity in uncharted sectors. This was an unintentional change that happened with a recent change to the claimed status of uncharted sectors.
Posted at Sat Jul 30 20:44:50 2011 UTC (9 months, 17 days, 1 hour, 10 minutes, and 36 seconds ago)Thanks for playing the 'OH GOD WHAT WILL THAT SHIP BE CALLED NEXT' game. Ship renamers should now work properly!
Posted at Mon Jul 20 02:36:52 2009 UTC (2 years, 9 months, 27 days, 19 hours, 18 minutes, and 34 seconds ago)Just realized that the thing which updates the information that the KNOWLEDGE command spits out at you has not been running for a depressingly large length of time. This has been updated and should now continue to update itself daily as intended.
Posted at Wed Jan 26 06:23:39 2011 UTC (1 year, 3 months, 21 days, 15 hours, 31 minutes, and 47 seconds ago)Tesla: Added a restriction against moving while extracting resources.
Posted at Wed Jan 26 15:51:42 2011 UTC (1 year, 3 months, 21 days, 6 hours, 3 minutes, and 44 seconds ago)Policy!
- Rewrote Policy 1 to be an overview of key rules and things that new players seem to be most concerned about.
- Performed some minor edits to a few other policies; rewording and clarifications, no new rule changes.
- Made the policies viewable on the website at http://moo.squidsoft.net:7779/policy
Posted at Wed Jan 26 17:13:19 2011 UTC (1 year, 3 months, 21 days, 4 hours, 42 minutes, and 7 seconds ago)The Teslatown equipment shop now allows for modules to be uninstalled and stored for later use via the DEPOSIT command.
Posted at Wed Jan 26 19:34:07 2011 UTC (1 year, 3 months, 21 days, 2 hours, 21 minutes, and 19 seconds ago)Added two new Teslatown quests at 100 Teslapoints.
Posted at Wed Jan 26 23:37:37 2011 UTC (1 year, 3 months, 20 days, 22 hours, 17 minutes, and 49 seconds ago)In the spirit of the "kitten" thing, we've added more conditional indicators in felo names. Also did a SECRET SURPRISE CHANGE.
Posted at Mon Dec 6 01:42:09 2010 UTC (1 year, 5 months, 11 days, 20 hours, 13 minutes, and 17 seconds ago)Felo don't go in sacks. Fixed.
Posted at Mon Dec 6 05:57:14 2010 UTC (1 year, 5 months, 11 days, 15 hours, 58 minutes, and 12 seconds ago)Sleeping felo will no longer sleep-munch on bari.
Posted at Mon Dec 6 07:26:38 2010 UTC (1 year, 5 months, 11 days, 14 hours, 28 minutes, and 48 seconds ago)Felo now do cute things in their sleep. Yay!
Posted at Mon Dec 6 15:11:35 2010 UTC (1 year, 5 months, 11 days, 6 hours, 43 minutes, and 51 seconds ago)Ships owned by cadets will magically no longer take damage from bari mold, nor will they grow bari warriors or queens.
Posted at Mon Dec 6 22:09:52 2010 UTC (1 year, 5 months, 10 days, 23 hours, 45 minutes, and 34 seconds ago)To close a potential loophole, felo will no longer draw sustenance from attacking bari on cadet ships.
Posted at Mon Dec 6 22:17:03 2010 UTC (1 year, 5 months, 10 days, 23 hours, 38 minutes, and 23 seconds ago)Felo nests will now show whether anything is growing in them when you look at them.
Posted at Mon Dec 6 22:52:40 2010 UTC (1 year, 5 months, 10 days, 23 hours, 2 minutes, and 46 seconds ago)Good news! An industrious entrepeneur spotted a new market, and promptly began churning out all new LOW-GRADE DRY FELO CHOW! Lacking convenient nutrigel dispensers? Try all new LOW-GRADE DRY FELO CHOW today! (Warning: Not guaranteed to not reduce the lifespan of your pet.)
Posted at Mon Dec 6 23:32:30 2010 UTC (1 year, 5 months, 10 days, 22 hours, 22 minutes, and 56 seconds ago)Changed how the damage meter in battlesuits looked, and additionally added a similar ENERGY meter!
Posted at Mon Aug 23 00:21:28 2010 UTC (1 year, 8 months, 24 days, 21 hours, 33 minutes, and 58 seconds ago)Attention players!
The battlesuits you know and love have changed!
Namely...
* AEU suits can take a bit more of a beating on average now, but have less energy on average.
* EAOS suits can take a lot more of a beating.
* Mutuality suits have more energy.
* Advanced suits have a bit more energy.
We're still looking at the balance of battlesuits, so if anything seems weird or unbalanced, fire off a report or two.
Posted at Mon Aug 23 00:48:25 2010 UTC (1 year, 8 months, 24 days, 21 hours, 7 minutes, and 1 second ago)Added a half-tier battlesuit for every alliance at 125 points. The suit at 125 points serves mainly as a gap-filler to allow suits to more naturally get into their 'niche,' as opposed to the larger upgrades later on.
Posted at Mon Aug 23 01:55:27 2010 UTC (1 year, 8 months, 24 days, 19 hours, 59 minutes, and 59 seconds ago)Added the ability to view the changelog from the Star Conquest web portal at http://squidsoft.net:7779/changelog/recent
Posted at Mon Aug 23 02:14:04 2010 UTC (1 year, 8 months, 24 days, 19 hours, 41 minutes, and 22 seconds ago)Added a count to the changelog page on the web portal, so you see something like "Minor Changes (38)".
Posted at Mon Aug 23 02:15:36 2010 UTC (1 year, 8 months, 24 days, 19 hours, 39 minutes, and 50 seconds ago)Added CONQUEST OF THE STARS results to the Star Conquest Web Portal, at http://squidsoft.net:7779/conquest
Posted at Mon Aug 23 03:53:48 2010 UTC (1 year, 8 months, 24 days, 18 hours, 1 minute, and 38 seconds ago)Added the 'Most Pilots Awake' tidbit to the bottom of the Active Pilots listing on the Star Conquest Web Portal, at http://squidsoft.net:7779/who
Posted at Mon Aug 23 04:00:20 2010 UTC (1 year, 8 months, 24 days, 17 hours, 55 minutes, and 6 seconds ago)Updated Alliance Information Assistants (and thus, the alliance report on the web portal) for the new space system.
Posted at Mon Aug 23 06:41:57 2010 UTC (1 year, 8 months, 24 days, 15 hours, 13 minutes, and 29 seconds ago)Fixed an issue where certain sectors would have nonsense like (Unclaimed [originally Unclaimed]) on the starmap
Posted at Mon Aug 23 19:07:06 2010 UTC (1 year, 8 months, 24 days, 2 hours, 48 minutes, and 20 seconds ago)Added some datamining stuff to battlesuits.
Posted at Mon Aug 23 20:47:56 2010 UTC (1 year, 8 months, 24 days, 1 hour, 7 minutes, and 30 seconds ago)Reduced the evasiveness of AEU and EAOS suits, since they can now take more of a beating on average.
Posted at Mon Aug 23 22:09:32 2010 UTC (1 year, 8 months, 23 days, 23 hours, 45 minutes, and 54 seconds ago)Organizations with a retired founder will now be taken over automatically by the trustee who has contributed the most.
Posted at Thu Jul 21 14:50:21 2011 UTC (9 months, 26 days, 7 hours, 5 minutes, and 5 seconds ago)Bolting should now work properly in all org station rooms.
Posted at Thu Jul 21 15:12:43 2011 UTC (9 months, 26 days, 6 hours, 42 minutes, and 43 seconds ago)* Fixed a few minor bugs in the NPC spawner.
* Added support for aftermarket combat roles to affect player ship combat rating, similar to how NPC ship combat ratings are affected by nonstandard combat roles.
Posted at Wed Nov 25 16:22:01 2009 UTC (2 years, 5 months, 22 days, 5 hours, 33 minutes, and 25 seconds ago)Fixed an issue with the interdictor launcher recipe, because it made normal temp structure launchers. Whoops!
Posted at Tue Nov 23 04:27:09 2010 UTC (1 year, 5 months, 24 days, 17 hours, 28 minutes, and 17 seconds ago)Interdictor launchers now go down with the ship. PLAYER ECONOMY.
Posted at Tue Nov 23 04:33:59 2010 UTC (1 year, 5 months, 24 days, 17 hours, 21 minutes, and 27 seconds ago)Rolled back the previous 25% damage reduction. If combat is far too lethal now with the failsafe change in hand we can try to find a middle ground.
Posted at Fri Dec 17 01:17:26 2010 UTC (1 year, 5 months, 20 hours, and 38 minutes ago)You may now use vector locking with alternate movement controls!
Posted at Fri Dec 17 01:24:48 2010 UTC (1 year, 5 months, 20 hours, 30 minutes, and 38 seconds ago)Our trained team of escape pod technicians have been soundly whipped.
Posted at Fri Dec 17 01:34:47 2010 UTC (1 year, 5 months, 20 hours, 20 minutes, and 39 seconds ago)The COMMANDS command now has a shitload of hyphens all up in its business. For the children. Or screenreaders, whatever.
Posted at Fri Dec 17 03:31:35 2010 UTC (1 year, 5 months, 18 hours, 23 minutes, and 51 seconds ago)Ground combat balance changes!
* Three abilities in "offensive nanites" buffed slightly.
* Everything in defensive nanites is now better! Everything!
Posted at Fri Dec 17 19:18:31 2010 UTC (1 year, 5 months, 2 hours, 36 minutes, and 55 seconds ago)Due to popular demand, org unity has changed!
Now, not only the number of different alliances count, but the number of people from the alliance counts. This means that one or two people from an oddball friendly alliance won't hurt QUITE as badly as having five or six, however it quickly reaches the old unity values as you add in more members. This affects all relations, but it has a much, much more minor effect on more hostile standings.
Posted at Sun Sep 4 00:50:45 2011 UTC (8 months, 12 days, 21 hours, 4 minutes, and 41 seconds ago)Fans of filling things with other things may find that it works better in probably imperceptible ways. Also, a similarly invisible bug with bari pod launches has been fixed.
Posted at Sat Feb 19 22:15:40 2011 UTC (1 year, 2 months, 27 days, 23 hours, 39 minutes, and 46 seconds ago)Flightbags no longer accept things that aren't spacesuits, suit jets, or navaids.
Posted at Mon Feb 13 17:30:27 2012 UTC (3 months, 3 days, 4 hours, 24 minutes, and 59 seconds ago)A few little changes to ground combat, mostly to help ensure grouping up is a good thing to do.
- Abilities will no longer fire if your target has gone under cover since you began preparing.
- An interrupted ability now inflicts a token amount of roundtime.
- Length of cooldown of a full resupply from the airfort has been increased.
Posted at Thu Jan 21 01:12:41 2010 UTC (2 years, 3 months, 26 days, 20 hours, 42 minutes, and 45 seconds ago)Fixed an issue wherein players could cheat various enemy-spawning quests. Probably.
Posted at Thu Aug 4 12:33:54 2011 UTC (9 months, 12 days, 9 hours, 21 minutes, and 32 seconds ago)NPC transport-class ships should now properly have a proper starmap symbol.
Posted at Thu Aug 4 13:11:36 2011 UTC (9 months, 12 days, 8 hours, 43 minutes, and 50 seconds ago)Felo chow has been fortified with paper for enhanced informative qualities.
Posted at Fri Feb 17 20:13:59 2012 UTC (2 months, 30 days, 1 hour, 41 minutes, and 27 seconds ago)Fixed an issue wherein battlesuits that were switched from would be sent on a magical journey to a faraway land from whence there was no return.
Posted at Thu Jan 13 14:28:54 2011 UTC (1 year, 4 months, 3 days, 7 hours, 26 minutes, and 32 seconds ago)Naval elimination should now work properly.
Posted at Thu Nov 5 15:06:30 2009 UTC (2 years, 6 months, 11 days, 6 hours, 48 minutes, and 56 seconds ago)Fixed a bug where navies would be eliminated even if there was no naval presence in a sector for that alliance normally. Mostly a clutter/performance fix than anything else.
Posted at Thu Nov 5 15:30:19 2009 UTC (2 years, 6 months, 11 days, 6 hours, 25 minutes, and 7 seconds ago)Fixed a major exploit with xenology containers allowing players to gain exploration points at a rate far above and beyond intended.
Posted at Thu Nov 5 19:54:30 2009 UTC (2 years, 6 months, 11 days, 2 hours, and 56 seconds ago)Added Resistance Headquarters II to the locate command for keychains.
Posted at Thu Nov 5 22:38:30 2009 UTC (2 years, 6 months, 10 days, 23 hours, 16 minutes, and 56 seconds ago)Fixed an issue with LRLs hitting hull very slightly more often than designed
Posted at Fri Nov 6 03:58:07 2009 UTC (2 years, 6 months, 10 days, 17 hours, 57 minutes, and 19 seconds ago)Fixed an issue with Oblivion launchers, guided missile/rocket launchers, and accuratized minicannons not applying their hull lockon chance appropriately.
Posted at Fri Nov 6 03:58:52 2009 UTC (2 years, 6 months, 10 days, 17 hours, 56 minutes, and 34 seconds ago)Modernized AutoVector Navigation Units. You no longer buy a boltable part, but rather you get a ship upgraded at a ship upgrade store. Uninstalled autovector units will still remain installable, but will install themselves similar to the new system. You will not get the autovector unit back if the ship is destroyed or sold, but it is now factored into the vessel's value for insurance, bragging, and other purposed.
Posted at Fri Nov 6 04:28:42 2009 UTC (2 years, 6 months, 10 days, 17 hours, 26 minutes, and 44 seconds ago)Fixed a minor issue with the point level requirement of reactionless spacesuit jets and navaids.
Posted at Fri Nov 6 04:31:46 2009 UTC (2 years, 6 months, 10 days, 17 hours, 23 minutes, and 40 seconds ago)Changed how ship key location works whilst out of comms. Ships in the Room o' Unclaimed Ships will still appear, but any other ship will not.
Posted at Fri Nov 6 05:04:13 2009 UTC (2 years, 6 months, 10 days, 16 hours, 51 minutes, and 13 seconds ago)Reduced the life expectancy of starship FTL drive tracers somewhat.
Posted at Fri Nov 6 05:31:12 2009 UTC (2 years, 6 months, 10 days, 16 hours, 24 minutes, and 14 seconds ago)Subscribing to a new newsfeed is no longer possible whilst out of comms.
Posted at Fri Nov 6 05:54:00 2009 UTC (2 years, 6 months, 10 days, 16 hours, 1 minute, and 26 seconds ago)Mule transports are now available! This is the ship required to transport an aerial fortress.
Posted at Fri Apr 3 14:51:29 2009 UTC (3 years, 1 month, 15 days, 7 hours, 3 minutes, and 57 seconds ago)Tweaked the launch restrictions for certain vessels, in essence making the criteria for 'warship' a bit more widespread, in order to reduce abuse of starships against the spirit of policy 6.
Posted at Fri Nov 13 04:11:24 2009 UTC (2 years, 6 months, 3 days, 17 hours, 44 minutes, and 2 seconds ago)Hit crediting in salvage ops and heat waves is now roughly eight hundred times faster. Or it may not work. We'll figure out which shortly.
Posted at Mon Nov 21 02:24:00 2011 UTC (5 months, 26 days, 19 hours, 31 minutes, and 26 seconds ago)Communicators have gotten a behind the scenes rework. If anything seems weird about them, please feel free to report it!
Posted at Mon Nov 21 04:19:50 2011 UTC (5 months, 26 days, 17 hours, 35 minutes, and 36 seconds ago)Kissing is now more exciting than ever! For fans of kissing, also try biting - it's just like kissing, but there is a winner.
Posted at Sat May 28 22:30:03 2011 UTC (11 months, 20 days, 23 hours, 25 minutes, and 23 seconds ago)Moved all non-Mutuality battlesuits away from Helios, due to the problem earlier.
Posted at Sat Jan 15 15:22:30 2011 UTC (1 year, 4 months, 1 day, 6 hours, 32 minutes, and 56 seconds ago)Beacons now have sanitation drones of some sort wandering about. Because we sure do love being sanitary.
Posted at Sat Jan 1 13:03:46 2011 UTC (1 year, 4 months, 15 days, 8 hours, 51 minutes, and 40 seconds ago)Beacon housings, rather.
Posted at Sat Jan 1 13:04:08 2011 UTC (1 year, 4 months, 15 days, 8 hours, 51 minutes, and 18 seconds ago)Xenology containers have been altered. Pray I do not alter them again.
Posted at Thu Jun 23 05:30:17 2011 UTC (10 months, 26 days, 16 hours, 25 minutes, and 9 seconds ago)Men! Tired of daily tedious management of your beard when you don't even want one? Sick of someone suddenly reminding you that you even have a beard once it's down to your ankles? New Beard-B-Gone(tm) can help! Now sold at all personal care shops.
Posted at Thu Jun 23 17:50:32 2011 UTC (10 months, 26 days, 4 hours, 4 minutes, and 54 seconds ago)Fixed a bug where pirates might sometimes pursue salvage op participants to the very ends of the universe.
Posted at Wed Jul 27 01:22:02 2011 UTC (9 months, 20 days, 20 hours, 33 minutes, and 24 seconds ago)Salvage op payout has increased by a good order of magnitude or so since it was first implemented. It shouldn't be as good as mining or anything, but it should be worthwhile! It will continue to be tweaked.
Posted at Wed Jul 27 01:30:25 2011 UTC (9 months, 20 days, 20 hours, 25 minutes, and 1 second ago)You should now be able to communicate with your fellow salvage op participants via the OP command.
Posted at Wed Jul 27 01:36:32 2011 UTC (9 months, 20 days, 20 hours, 18 minutes, and 54 seconds ago)Allowed mentored newbies to leave the mentor channel at will. Don't worry, mentors; nobody's actually asked for this yet, but it seems like a good idea.
Posted at Thu Aug 19 23:49:45 2010 UTC (1 year, 8 months, 27 days, 22 hours, 5 minutes, and 41 seconds ago)Edited the salvage and transfer code in preparation for a new thing. Please report any issues you might notice.
Posted at Thu Aug 19 23:56:25 2010 UTC (1 year, 8 months, 27 days, 21 hours, 59 minutes, and 1 second ago)Added a housekeeping task to despawn RATS that should've despawned already but for some reason did not.
Posted at Fri Oct 1 02:44:36 2010 UTC (1 year, 7 months, 16 days, 19 hours, 10 minutes, and 50 seconds ago)Belt management stations now have the option of automatically filling in their own shifts without ridiculous nested menus. Note that your employees will be owed a greater salary if they are managing themselves, and they will also not arrange their shifts quite as efficiently as you can yourself.
Posted at Fri Oct 1 15:51:06 2010 UTC (1 year, 7 months, 16 days, 6 hours, 4 minutes, and 20 seconds ago)Added gamma security sectors to EXACTLY ONE SECTOR CLUSTER. This will see some fleshing out and further expansion in the next few days.
Posted at Sun Oct 3 00:03:33 2010 UTC (1 year, 7 months, 14 days, 21 hours, 51 minutes, and 53 seconds ago)Upgrade shops (like the Secred Underground Resistance Supply shop) and normal stores (like most stores in the game) should now respond properly to the POINTS command.
Posted at Sat Sep 11 00:07:26 2010 UTC (1 year, 8 months, 5 days, 21 hours, and 48 minutes ago)Storebought items should no longer ever be locked and ending up stuck in your backpack forever or whatever.
Posted at Sat Sep 11 00:54:12 2010 UTC (1 year, 8 months, 5 days, 21 hours, 1 minute, and 14 seconds ago)Mail, courier, and passenger deliveries will no longer be assigned for locked-down spaceports.
Posted at Sat Sep 11 13:12:01 2010 UTC (1 year, 8 months, 5 days, 8 hours, 43 minutes, and 25 seconds ago)The ISNN holovid channel will now always start by playing the most recent update, then the next most recent update, and so on in order up to two weeks back.
Posted at Sat Sep 11 16:19:38 2010 UTC (1 year, 8 months, 5 days, 5 hours, 35 minutes, and 48 seconds ago)Added the Starship Basics help file to distill the most common ship commands into a simpler reference.
Posted at Sat Sep 11 19:21:26 2010 UTC (1 year, 8 months, 5 days, 2 hours, and 34 minutes ago)Asteroids no longer get stuck when attempting to haul them to certain places! Now get out there and ride those rocks. Yeee-haw!
Posted at Thu Nov 18 23:56:05 2010 UTC (1 year, 5 months, 28 days, 21 hours, 59 minutes, and 21 seconds ago)Fixed an issue with the new Teslatown mission where enemies would remain inactive.
Posted at Wed Feb 16 15:01:16 2011 UTC (1 year, 3 months, 6 hours, 54 minutes, and 10 seconds ago)Empty ships in Alpha-1 sectors will now be rescued by friendly tugboats.
Posted at Wed Feb 16 15:01:45 2011 UTC (1 year, 3 months, 6 hours, 53 minutes, and 41 seconds ago)Rented ships now come with two complementary beacons.
Posted at Wed Feb 16 15:05:10 2011 UTC (1 year, 3 months, 6 hours, 50 minutes, and 16 seconds ago)Target tracking arrays with a longer range are now useful! They will report the position of the target to the pilot as long as it is anywhere within the tracking array's maximum range.
Posted at Wed Feb 16 15:24:08 2011 UTC (1 year, 3 months, 6 hours, 31 minutes, and 18 seconds ago)By popular demand, the 'hands' command now exists. It will tell you what is in your hands with no extra fuss. Use it wisely.
Posted at Wed Sep 14 16:54:32 2011 UTC (8 months, 2 days, 5 hours, and 54 seconds ago)Charge boosters are now slightly more charge boosting than before.
Posted at Sat Jan 28 05:49:22 2012 UTC (3 months, 19 days, 16 hours, 6 minutes, and 4 seconds ago)The Ring Nebula no longer encompasses virtually all of uncharted space (newspace conversion issue).
Posted at Wed Aug 25 00:46:44 2010 UTC (1 year, 8 months, 22 days, 21 hours, 8 minutes, and 42 seconds ago)Slightly changed the engineering quest. Shouldn't change much. It's mostly for FACTIONS FACTIONS FACTIONS FACTIONS FACTIONS FACTIONS FACTIONS. (Factions)
Posted at Wed Aug 25 02:36:20 2010 UTC (1 year, 8 months, 22 days, 19 hours, 19 minutes, and 6 seconds ago)Updated current people with the completed engineering quest for FACTIONS FACTIONS FACTIONS FACTIONS FACTIONS FACTIONS.
Posted at Wed Aug 25 02:40:23 2010 UTC (1 year, 8 months, 22 days, 19 hours, 15 minutes, and 3 seconds ago)For further landing pad-related convenience, a spaceport will now provide ships with a full recharge upon boarding, without the need to transport it back and forth.
Posted at Wed Aug 25 02:46:48 2010 UTC (1 year, 8 months, 22 days, 19 hours, 8 minutes, and 38 seconds ago)After careful consideration, we've reduced the cost of AEU's Heavy Defense Vessel.
Posted at Tue Jul 7 21:01:57 2009 UTC (2 years, 10 months, 12 days, 53 minutes, and 29 seconds ago)Three lines have become one. Rejoice and revel in the Blending!
Posted at Tue Jul 12 21:56:43 2011 UTC (10 months, 6 days, 23 hours, 58 minutes, and 43 seconds ago)State of the Corps reports will no longer comment on Conquest wins that never happened.
The end-of-Conquest announcement will now properly state when your alliance has achieved one performance goal but not both.
Owners of insurance accounts which start the Conquest period already paid in full will not receive a billing notice.
Posted at Sat Oct 8 21:06:29 2011 UTC (7 months, 9 days, 48 minutes, and 57 seconds ago)Changed a bit of silliness in the bounty code.
Posted at Thu Aug 6 12:29:02 2009 UTC (2 years, 9 months, 10 days, 9 hours, 26 minutes, and 24 seconds ago)Made nysteel thread more sane in material cost, since after doing some number crunching, certain items would take thousands upon thousands of materials to make.
Posted at Thu Aug 6 15:57:52 2009 UTC (2 years, 9 months, 10 days, 5 hours, 57 minutes, and 34 seconds ago)Also, released two new toolsets, around the 250-300 industry point range, as well as some new blueprints. Enjoy.
Posted at Thu Aug 6 15:59:44 2009 UTC (2 years, 9 months, 10 days, 5 hours, 55 minutes, and 42 seconds ago)Pilot lounges should now have newsfeeds.
Posted at Tue Jul 14 21:13:48 2009 UTC (2 years, 10 months, 5 days, 41 minutes, and 38 seconds ago)Felo lovers may now gaze towards the future with a mixture of joy and terror!
A rework of their innermost and most sacred logic has been completed. Their main logic now runs in one fourth to one fifth of the time it used to, hugely lightening their burden on the rest of the game and allowing for more complex behaviour. We're going to let them run like this for a couple of days to see if any weird bugs have been introduced while the old weird bugs were being ironed out. Please report any oddities!
Posted at Fri Nov 25 14:14:02 2011 UTC (5 months, 22 days, 7 hours, 41 minutes, and 24 seconds ago)Maps and minimaps can now be coloured with COLOUR-O.
Posted at Sun Aug 9 14:31:33 2009 UTC (2 years, 9 months, 7 days, 7 hours, 23 minutes, and 53 seconds ago)Changes out of nowhere!
Idle-booting is now abolished. Idle the night away. Never disconnect at all. Who cares!
WHO output has been altered slightly. Most relevant is that it will not readily report names or numbers of idle players, although a total number of players will be available at the bottom. I basically recoded this completely, so report any oddities!
Posted at Tue Feb 8 02:40:35 2011 UTC (1 year, 3 months, 8 days, 19 hours, 14 minutes, and 51 seconds ago)Fixed a few WHO display issues.
Delivered a new advancement in the art of idling: the DOZE command. Use it when you expect to idle for some time to disappear off the who list instantly. Usable only every so often to forestall abuse.
Posted at Tue Feb 8 14:43:21 2011 UTC (1 year, 3 months, 8 days, 7 hours, 12 minutes, and 5 seconds ago)New general options:
Disable Peak Statistics: Will not show peak numbers in WHO output.
Single Line Per Player: Will display WHO as one player to a line instead of columnized and sometimes truncated.
Posted at Tue Feb 8 15:17:49 2011 UTC (1 year, 3 months, 8 days, 6 hours, 37 minutes, and 37 seconds ago)Added a SCREENREADER command which does not do anything special except set several options which are useful. Don't use it unless you want to wipe out your custom options.
Posted at Tue Feb 8 15:30:04 2011 UTC (1 year, 3 months, 8 days, 6 hours, 25 minutes, and 22 seconds ago)Slight change to exploration:
* Local artifacts can now be found for a short time out of comms, to help bridge the gap between alien artifacts out of comms and local artifacts much closer to home.
Posted at Mon Nov 23 19:56:19 2009 UTC (2 years, 5 months, 24 days, 1 hour, 59 minutes, and 7 seconds ago)That one salvage op bug may be fixed. You know the one.
Posted at Tue Dec 13 04:59:10 2011 UTC (5 months, 4 days, 16 hours, 56 minutes, and 16 seconds ago)The salvage grapple has been altered. Pray I do not alter it again.
Posted at Tue Dec 13 05:44:48 2011 UTC (5 months, 4 days, 16 hours, 10 minutes, and 38 seconds ago)Some changes to ground combat!
- TRAP SPRUNG. Now that nobody has high tier suits belonging to other alliances, their point requirements have changed. Surprise! It's not too harsh, but it's no longer on a linear scale. Point requirements for suits of your own alliance are unchanged. (If anybody REALLY wants to be grandfathered in for the suits they had access to already, I suppose I can do that, although I'd rather not!) The idea, as with advanced suits, is for something to work toward at higher point levels.
- Speaking of advanced suits, I reevaluated the abilities of one certain advanced battlesuit, taking into account the point levels at which they are actually acquired, and adjusting accordingly. It's quite a versatile suit, particularly at higher levels.
- I have decided it fits better thematically if RATS nests are less overwhelmingly dense, particularly in deep space. This should not affect the time it takes to find a nest, but you're consistently having a hard time with it, report it.
Posted at Mon Jun 7 12:52:05 2010 UTC (1 year, 11 months, 11 days, 9 hours, 3 minutes, and 21 seconds ago)Empty salvage containers will no longer be created.
Posted at Tue Oct 25 08:29:37 2011 UTC (6 months, 22 days, 13 hours, 25 minutes, and 49 seconds ago)Do you end up saying things on channels that were meant for frequencies? Try the new 'metaf' command! No more embarrassing moments when you misspell an alias.
Posted at Tue Oct 25 11:04:23 2011 UTC (6 months, 22 days, 10 hours, 51 minutes, and 3 seconds ago)Insurance for organization-owned ships should now work properly. All manual payments will be taken from the org's cash fund, but automatic payments will be taken each cycle from the insurance fund.
Posted at Thu Nov 24 16:28:23 2011 UTC (5 months, 23 days, 5 hours, 27 minutes, and 3 seconds ago)Organization members can now launch any org ship regardless of their alliance, as long as they meet the point requirements.
Posted at Thu Nov 24 17:40:47 2011 UTC (5 months, 23 days, 4 hours, 14 minutes, and 39 seconds ago)Organizations can now purchase an upgrade that allows them to rent ships to their members for a fee. Renting a ship provides a temporary key and halves the point requirements required to launch it for that member only.
Posted at Thu Nov 24 17:42:05 2011 UTC (5 months, 23 days, 4 hours, 13 minutes, and 21 seconds ago)Held felo are no longer immune to hostile environments.
Posted at Thu Nov 24 18:40:34 2011 UTC (5 months, 23 days, 3 hours, 14 minutes, and 52 seconds ago)Large ships get plenty of advantages, but small ships have few. This has now changed!
Small ship classes (fighters, flitters, scouts, corvettes, and destroyers) now enjoy varying levels of bonuses when fighting other small ships. Specifically, they will do increased damage to small ships and enjoy a reduced hull hit chance against small ships.
We are hoping that this will encourage a useful, specialized role for small ships in invasions and beacons, and encourage experienced pilots to use the right tool for the job.
Posted at Thu Nov 24 21:09:29 2011 UTC (5 months, 23 days, 45 minutes, and 57 seconds ago)Limited growth of felo within airforts and apartments, similar to how it is limited in ships. Reason: holy fucking shit people.
Posted at Thu Dec 16 15:20:53 2010 UTC (1 year, 5 months, 1 day, 6 hours, 34 minutes, and 33 seconds ago)In order to close a potential loophole related to Policy 6, ships whose owners have not been active for over a month will no longer be granted launch clearance by alliance spaceports.
Posted at Thu Dec 16 20:36:04 2010 UTC (1 year, 5 months, 1 day, 1 hour, 19 minutes, and 22 seconds ago)Fixed an issue with A CERTAIN KIND of felo's description.
Posted at Thu Dec 16 21:39:01 2010 UTC (1 year, 5 months, 1 day, 16 minutes, and 25 seconds ago)Due to a recent rash of wrecks involving drunk pilots in battlesuits, Mothers Against Drunken Ground Missioning have pushed through legislation involving the testing of all pilots blood alcohol when beginning a mission.
We have ignored this, however, and encourage you to careen drunkenly to your doom.
Also a bug in that behavior has been fixed.
Posted at Sun Dec 26 04:37:15 2010 UTC (1 year, 4 months, 21 days, 17 hours, 18 minutes, and 11 seconds ago)All right, we'll bring something back into Conquest: Performance goals!
This doesn't really change much. As before, you're not in competition with the other alliances, and as before, what other alliances do has no bearing on how successful your alliance is. But, should an alliance choose to, they can get back some of those point and insurance level bonuses they used to enjoy. There are two levels of performance goals, based on how alliances typically perform.
Again, this is not about competition. If everyone works, then everyone's a winner! Alliance A meeting their goals has nothing to do with whether or not Alliance B does.
Like the original change, this is something that can be changed back with a flip of a switch, so we'll keep an eye on it. The purpose is to create another motivator without turning the game into a chore. Also, the previous full benefit of Conquest will still only show up in wartime.
Posted at Thu Sep 8 21:16:55 2011 UTC (8 months, 8 days, 38 minutes, and 31 seconds ago)Fixed an issue preventing ships from ever leaving certain garages, which was deemed to have an "above average" level of effect on pilot activity.
Posted at Sat Feb 27 05:14:19 2010 UTC (2 years, 2 months, 20 days, 16 hours, 41 minutes, and 7 seconds ago)Nonpilots can no longer have the pilot title.
Posted at Tue Aug 23 20:45:00 2011 UTC (8 months, 24 days, 1 hour, 10 minutes, and 26 seconds ago)Your hair and beard(s) will no longer grow while dozing.
Posted at Wed Feb 9 00:14:49 2011 UTC (1 year, 3 months, 7 days, 21 hours, 40 minutes, and 37 seconds ago)THINK should now be available everywhere!
Posted at Wed Feb 9 15:14:05 2011 UTC (1 year, 3 months, 7 days, 6 hours, 41 minutes, and 21 seconds ago)Server changes SQ-0.2.2 -> SQ-0.2.3
* Fixed two major crash bugs.
* Random number generation is about seven times more efficient.
Posted at Mon Sep 26 10:23:16 2011 UTC (7 months, 21 days, 11 hours, 32 minutes, and 10 seconds ago)The option to show only damaged components while starship engineering is now available under GENERAL-OPTIONS.
Posted at Fri Nov 20 03:32:21 2009 UTC (2 years, 5 months, 27 days, 18 hours, 23 minutes, and 5 seconds ago)Airforts are now destroyed with the ship they are inside.
Posted at Thu Dec 29 23:56:52 2011 UTC (4 months, 17 days, 21 hours, 58 minutes, and 34 seconds ago)A long-standing bug allowing ships without food to generate infinite felo has been fixed. If you don't want to lose them, feed them! Also, landing pads now have an extra descriptor describing their infestation state if they are.
Posted at Wed Jun 29 13:10:57 2011 UTC (10 months, 20 days, 8 hours, 44 minutes, and 29 seconds ago)Battlesuit refurbishments (from battlesuit stores) now also fully repair your battlesuits. And you can get them if your battlesuit is merely damaged, instead of only when they're completely destroyed.
Posted at Sat Sep 4 05:09:44 2010 UTC (1 year, 8 months, 12 days, 16 hours, 45 minutes, and 42 seconds ago)A few mining changes!
- Carrier drones will no longer attempt to load balance very small amounts of ore.
- You will be informed when all ore has been processed, similar to how you are informed when all ore has been mined.
- Poachers will no longer appear once the site has reached this "finished" state, since this was exploitable for greater profit. I'm afraid to look into how many people might've been doing this.
Posted at Sat Sep 4 14:44:56 2010 UTC (1 year, 8 months, 12 days, 7 hours, 10 minutes, and 30 seconds ago)Adding in LANGUAGES! You can speak different languages now! Most people probably only speak Esperanto so this is kind of a moot addition! WOO
Posted at Sat Sep 4 20:37:14 2010 UTC (1 year, 8 months, 12 days, 1 hour, 18 minutes, and 12 seconds ago)Speaking in battlesuits should use the language system properly now.
Posted at Sat Sep 4 20:59:50 2010 UTC (1 year, 8 months, 12 days, 55 minutes, and 36 seconds ago)Gunning in multiple WRs should no longer be possible.
Posted at Sat Jul 4 02:58:17 2009 UTC (2 years, 10 months, 15 days, 18 hours, 57 minutes, and 9 seconds ago)The COMMANDS command now handily divides commands into commands unique to that object and commands common to other objects of its type. Commands commands commands.
Posted at Wed Mar 2 04:27:30 2011 UTC (1 year, 2 months, 17 days, 17 hours, 27 minutes, and 56 seconds ago)Added a new blueprint to the plastics license.
Posted at Wed Mar 2 18:05:34 2011 UTC (1 year, 2 months, 17 days, 3 hours, 49 minutes, and 52 seconds ago)Until we get a new help file up for Teslaworld, you can read OLDHELP TESLA for mostly current information.
Posted at Thu May 14 03:15:16 2009 UTC (3 years, 5 days, 18 hours, 40 minutes, and 10 seconds ago)At long last, wrist and ankle restraints should be functional, with the RESTRAIN and UNRESTRAIN commands. They must be worn for this command to work. Accompanying this, you can now CLOTHE [person] IN [piece of clothing]. Being restrained limits your movements and allows people to freely do things to you that would usually require your permission. Use it with someone you're comfortable with! Thanks to everyone who flooded us with reports suggesting this!
Posted at Tue Sep 27 23:32:51 2011 UTC (7 months, 19 days, 22 hours, 22 minutes, and 35 seconds ago)Fixed a bug that would have conquest participants who hindered their alliance's conquest (through ship loss, et cetera) actually gain standing for the 'top performers' list at the end of the conquest period.
Posted at Mon Oct 19 05:17:07 2009 UTC (2 years, 6 months, 28 days, 16 hours, 38 minutes, and 19 seconds ago)Fixed an issue that prevented the upgrade of expanded flitters
Posted at Mon Oct 19 05:46:59 2009 UTC (2 years, 6 months, 28 days, 16 hours, 8 minutes, and 27 seconds ago)Changed how conquest calculations were done slightly. We'll continue looking at it over the next few days.
Posted at Mon Oct 19 08:26:00 2009 UTC (2 years, 6 months, 28 days, 13 hours, 29 minutes, and 26 seconds ago)Registering a trade ship should once again be possible in ship registries. Additionally, renaming a ship has been added to the ship registry menus (though this was already possible through the RENAME command there)
Posted at Mon Oct 19 18:25:08 2009 UTC (2 years, 6 months, 28 days, 3 hours, 30 minutes, and 18 seconds ago)Fixed a minor display bug in bounty tags.
Posted at Mon Oct 19 18:34:05 2009 UTC (2 years, 6 months, 28 days, 3 hours, 21 minutes, and 21 seconds ago)Conquest: Fixed an issue that prevented ship loss from registering. Also changed the effect of ship size so that the loss of smaller ships has far less of an impact.
Posted at Mon Oct 19 22:10:01 2009 UTC (2 years, 6 months, 27 days, 23 hours, 45 minutes, and 25 seconds ago)The systems panel in engineering is now coloured with the starship status meter color option. Additionally, cleaned up some 11 year old code.
Posted at Mon Oct 19 22:47:48 2009 UTC (2 years, 6 months, 27 days, 23 hours, 7 minutes, and 38 seconds ago)Asteroid haulers can no longer dock in ships, and light carriers only fit inside significantly larger ships.
Posted at Tue Oct 20 00:49:06 2009 UTC (2 years, 6 months, 27 days, 21 hours, 6 minutes, and 20 seconds ago)On further reflection, asteroid haulers now fit into a narrower spectrum of ship docking bays, as opposed to eliminating the ability completely.
Posted at Tue Oct 20 00:54:49 2009 UTC (2 years, 6 months, 27 days, 21 hours, and 37 seconds ago)You can now purchase battlesuits belonging to alliances with whom you have good relations, at a higher point level and greater cost. This doesn't apply to very many people currently, but it's something to keep in mind!
Posted at Fri Jan 8 16:17:57 2010 UTC (2 years, 4 months, 8 days, 5 hours, 37 minutes, and 29 seconds ago)Mining upgrades have been spread out to 10 levels each and tweaked for better progression and balance.
Posted at Fri Jan 8 18:17:12 2010 UTC (2 years, 4 months, 8 days, 3 hours, 38 minutes, and 14 seconds ago)A good first live run of the new ground combat system! We're going to do it again tomorrow evening. In the meantime, here are changes I've made after observing your runs tonight:
- Fixed (and occasionally caused) numerous issues while the system was live, which have probably been noticed already.
- Fixed a minor bug where suits not of your own alliance would be incorrectly named.
- Increased the points reward for the RATS nest mission.
- Fixed some issues with messages for abilities.
- Gave some weapons a slightly greater maximum ammunition.
- Balance change: Healing will now build more enmity. This will make flares and enmity management more important.
- Balance change: Enemy weapons beyond the first tier are more effective.
Posted at Sat Jan 9 03:45:05 2010 UTC (2 years, 4 months, 7 days, 18 hours, 10 minutes, and 21 seconds ago)Also, a section about how to refurbish a 'destroyed' battlesuit is now in the ground combat help file.
Posted at Sat Jan 9 03:52:48 2010 UTC (2 years, 4 months, 7 days, 18 hours, 2 minutes, and 38 seconds ago)INFO should now display battlesuit locations correctly with the new system.
Posted at Thu Jun 24 00:25:42 2010 UTC (1 year, 10 months, 25 days, 21 hours, 29 minutes, and 44 seconds ago)Being ejected into space from the docks now ejects you into the right bit of vacuum. Rejoice!
Posted at Mon Nov 29 05:17:11 2010 UTC (1 year, 5 months, 18 days, 16 hours, 38 minutes, and 15 seconds ago)Added a THEME help file, because new players keep looking for it to no effect.
Posted at Sun Sep 12 05:06:20 2010 UTC (1 year, 8 months, 4 days, 16 hours, 49 minutes, and 6 seconds ago)Fixed a bug that cropped up with ground mission goal objects.
Posted at Sun Sep 12 16:14:14 2010 UTC (1 year, 8 months, 4 days, 5 hours, 41 minutes, and 12 seconds ago)You can now use commas when giving credits to others. Hooray!
Posted at Sun Sep 12 20:40:31 2010 UTC (1 year, 8 months, 4 days, 1 hour, 14 minutes, and 55 seconds ago)Fixed an issue with the POINTS command not entirely reflecting a character's special points. Woo.
Posted at Sun Sep 12 21:27:00 2010 UTC (1 year, 8 months, 4 days, 28 minutes, and 26 seconds ago)Replaced the recent events webpage with a listing of ISNN broadcasts, since it's basically the same information, except only one of them was ever updated! http://squidsoft.net:7779/events/recent
Posted at Sun Sep 12 21:45:47 2010 UTC (1 year, 8 months, 4 days, 9 minutes, and 39 seconds ago)Changed currency conversion via ATMs to use fewer menus and hopefully be more intuitive. Report any issues!
Posted at Sun Sep 12 23:44:55 2010 UTC (1 year, 8 months, 3 days, 22 hours, 10 minutes, and 31 seconds ago)Exploding ships will now spew the contents of their storage holds around haphazardly.
Posted at Sun Mar 11 00:03:18 2012 UTC (2 months, 7 days, 21 hours, 52 minutes, and 8 seconds ago)Fixed an issue with limited production starships.
Posted at Sun Mar 11 00:32:37 2012 UTC (2 months, 7 days, 21 hours, 22 minutes, and 49 seconds ago)Organizations are now required to remain qualified to own their space stations and certain upgrades.
Posted at Sun Mar 11 15:56:30 2012 UTC (2 months, 7 days, 5 hours, 58 minutes, and 56 seconds ago)A small change to the space markets, possibly in a long string of changes to the space market: The item listing within categories is now sorted alphabetically, to help you find the best deals.
Posted at Sun Aug 16 16:44:26 2009 UTC (2 years, 9 months, 5 hours, and 11 minutes ago)Space markets now respond to the use of @linelen
Posted at Sun Aug 16 16:55:34 2009 UTC (2 years, 9 months, 4 hours, 59 minutes, and 52 seconds ago)Certain ships were a bit wonky with cargo holds, so you may have gained EXACTLY ONE CARGO UNIT. Enjoy.
Posted at Sun Aug 16 17:49:01 2009 UTC (2 years, 9 months, 4 hours, 6 minutes, and 25 seconds ago)Chemistry's getting a bit more love as some more recipes have changed slightly, and some new recipes have been added. More recipes for the chemistry toolset are on the way in the near future.
Posted at Sun Aug 16 23:48:49 2009 UTC (2 years, 8 months, 30 days, 22 hours, 6 minutes, and 37 seconds ago)Tepid news, everyone! The rift drive's gotten a bit of a behind the scenes rework. It's now much more efficient and the game should feel a lot smoother when there's more than a couple of people using it. This comes with the slight cost of maybe possibly making a mistake and making it possible for rift users to be lost in a neverending spiral of madness, unable to return to regular space. If you can distinguish this descent from your regular day-to-day life, good news! Assist and we'll sort you out.
Posted at Fri Jan 20 12:47:20 2012 UTC (3 months, 27 days, 9 hours, 8 minutes, and 6 seconds ago)Fixed a bug in the rift drive system that would make you and your ship to be lost in a neverending spiral of madness.
Posted at Fri Jan 20 17:37:45 2012 UTC (3 months, 27 days, 4 hours, 17 minutes, and 41 seconds ago)Battlesuit refurbishment devices now repair battlesuits instead of destroying them.
Posted at Fri Jan 20 22:54:41 2012 UTC (3 months, 26 days, 23 hours, and 45 seconds ago)You may now use the commands TURN BOOK TO NEXT and TURN BOOK TO PREVIOUS for greater ease in achieving literacy. LEARN MORE ABOUT BOOKS AT YOUR LOCAL LIBRARY.
Posted at Thu May 20 16:00:54 2010 UTC (1 year, 11 months, 29 days, 5 hours, 54 minutes, and 32 seconds ago)Did this a while back but forgot to mention it: Crafted temp drives (all of them) are now BETTER THAN BOUGHT TEMP DRIVES!
Posted at Thu Aug 26 21:31:14 2010 UTC (1 year, 8 months, 21 days, 24 minutes, and 12 seconds ago)Crafted temp drives now show how many more jumps they can withstand!
Posted at Thu Aug 26 21:43:55 2010 UTC (1 year, 8 months, 21 days, 11 minutes, and 31 seconds ago)Fixed an issue with NPC AI.
Posted at Sat Nov 20 01:28:41 2010 UTC (1 year, 5 months, 27 days, 20 hours, 26 minutes, and 45 seconds ago)Added alternate manual control scheme for people without numpads!
The alternate keys are:
Q W E
A S D
Z X C
Q = northwest
W = north
E = northeast
A = west
S = no movement
D = east
Z = southwest
X = south
C = southeast
Like the numpad, the keys are laid out according to how your ship will move when you press them.
In addition:
R = up
F = down
You can toggle this on by typing OPTIONS, choosing the GENERAL category, and then picking the "Use Alternate Manual Control" option. Then, when you're in a ship on manual control, the above keys will work. If the ship isn't on manual control, any of the above keys which are also commands (like the compass directions) will work as before.
Posted at Sat Nov 20 16:44:48 2010 UTC (1 year, 5 months, 27 days, 5 hours, 10 minutes, and 38 seconds ago)Sorted a few things in the miscellaneous help category that deserved real categories.
Posted at Tue Mar 1 17:09:58 2011 UTC (1 year, 2 months, 18 days, 4 hours, 45 minutes, and 28 seconds ago)Pilots beware!
You can no longer dock or land right after getting into combat!
Posted at Thu Aug 27 01:15:48 2009 UTC (2 years, 8 months, 20 days, 20 hours, 39 minutes, and 38 seconds ago)AI ships will now be smarter about when and what to repair.
Posted at Thu Oct 27 01:58:08 2011 UTC (6 months, 20 days, 19 hours, 57 minutes, and 18 seconds ago)There's now a new general option! Now if you're sure you know your pants go on your legs, you can turn that bit of text off for a more minimalist inventory.
Posted at Sat Nov 13 05:16:45 2010 UTC (1 year, 6 months, 3 days, 16 hours, 38 minutes, and 41 seconds ago)Addressed a few ground combat issues.
- Added the ability to refurbish and reload battlesuits to the battlesuit outfitter menu.
- Low priority missions can now be resumed if you return to the deployment room within a few minutes of leaving it.
- Fixed an issue where newly bought battlesuits would not be placed into spaceport storage correctly.
- Fixed an issue where ammo capacity minimods did absolutely nothing.
- You should now never see yourself referred to in the third person while in a battlesuit.
- Battlesuits should now hear saytos.
Posted at Thu Feb 4 14:50:38 2010 UTC (2 years, 3 months, 12 days, 7 hours, 4 minutes, and 48 seconds ago)Clothing in a player's description is now sorted from top to bottom.
Posted at Thu Feb 4 16:25:56 2010 UTC (2 years, 3 months, 12 days, 5 hours, 29 minutes, and 30 seconds ago)For your enjoyment, pilot lounges (including Brian's) will now spam you with flavor text.
Posted at Thu Feb 4 17:13:26 2010 UTC (2 years, 3 months, 12 days, 4 hours, and 42 minutes ago)Containers (such as bags, backpacks, closets, dressers, etc.) and surfaces (tables and bars) can now categorize their contents and display them in lists that should be easier for humans to manage.
These lists will also display the proper aliases for referring to the objects inside.
You can access this functionality at any time by typing VIEW [container].
There is also a new general option to make this the default behavior when you look at a container.
Posted at Thu Feb 4 18:15:55 2010 UTC (2 years, 3 months, 12 days, 3 hours, 39 minutes, and 31 seconds ago)Making some internal changes to the way ship destruction is handled. This is probably an excellent setup for another huge disaster, so please report any issues.
Posted at Thu Feb 4 21:07:10 2010 UTC (2 years, 3 months, 12 days, 48 minutes, and 16 seconds ago)An IC explanation for the conquest system has been added to HELP CONQUEST, for those wondering how it applies in character.
Posted at Fri Feb 5 03:20:19 2010 UTC (2 years, 3 months, 11 days, 18 hours, 35 minutes, and 7 seconds ago)Starship bounty fixes/changes: Hits against an enemy starship now count equally for everyone crewing aboard the attacking ship. Except for the killing shot, which is still special! Also bounty payouts have been increased across the board.
Posted at Wed Mar 18 03:59:30 2009 UTC (3 years, 2 months, 1 day, 17 hours, 55 minutes, and 56 seconds ago)Debris changes: Debris is now worth a bit more. Hooray!
Posted at Wed Mar 18 04:02:22 2009 UTC (3 years, 2 months, 1 day, 17 hours, 53 minutes, and 4 seconds ago)- Advanced engineering components will now reveal their effects and point requirements when you textually gaze upon them (that is, use the look command).
- Using advanced techniques in combat should now grant the engineer a fairer portion of the bounty, though this may need to be adjusted more.
Posted at Sat Jan 23 14:57:35 2010 UTC (2 years, 3 months, 24 days, 6 hours, 57 minutes, and 51 seconds ago)Edited the pre-login screen to update the year and to better reflect the current plotline of the game.
Posted at Sat Jan 23 15:35:26 2010 UTC (2 years, 3 months, 24 days, 6 hours, and 20 minutes ago)Asteroid mining stations no longer keep their logs for longer than a week.
Posted at Sat Jan 14 08:18:09 2012 UTC (4 months, 2 days, 13 hours, 37 minutes, and 17 seconds ago)There is now a moderate reward just for exploring the new Glyphmaker stations! My best guess at retroactive compensation coming shortly!
Posted at Sat Jan 14 20:38:11 2012 UTC (4 months, 2 days, 1 hour, 17 minutes, and 15 seconds ago)I ballsed up the points and point categories a bit. It should be better now!
Posted at Sat Jan 14 20:44:16 2012 UTC (4 months, 2 days, 1 hour, 11 minutes, and 10 seconds ago)Fixed a small issue where colors would not show up if you chose the default setup prior to toggling color on.
Posted at Thu Nov 26 22:08:11 2009 UTC (2 years, 5 months, 20 days, 23 hours, 47 minutes, and 15 seconds ago)All of the options menus can now be accessed through a main menu with the OPTIONS command.
Posted at Thu Nov 26 22:15:11 2009 UTC (2 years, 5 months, 20 days, 23 hours, 40 minutes, and 15 seconds ago)As discussed in the forum, players can now set up automatic insurance deposits!
At any ATM, you can set a percentage of your income to go directly into your insurance fund, from none of it to all of it!
As always, report any oddities.
Posted at Sun Sep 13 11:22:29 2009 UTC (2 years, 8 months, 3 days, 10 hours, 32 minutes, and 57 seconds ago)Asteroid Mining Upgrades
To further improve mining sites as players go up in points, a series of upgrades are now available. When purchased, these upgrades will apply to all future sites.
Upgrades include building and drone reclamation (as in, improving your return for these items at the end of the site), decreased research cost, and improved total site metals.
The UPGRADE command joins the LICENSE command in the room where you start your mining site.
Posted at Thu Jan 7 02:34:29 2010 UTC (2 years, 4 months, 9 days, 19 hours, 20 minutes, and 57 seconds ago)Battlesuit tier, a concept which was originally entirely a construct of players, is now calculated and displayed in key locations, including the outfitter's SUITS command, the SWITCH command, and your character's INFO command.
The INFO command now displays information about and locations of stored battlesuits.
Detailed starship information has been shifted into the SHIPINFO or SHIPS command.
Posted at Sat Mar 19 14:24:13 2011 UTC (1 year, 2 months, 7 hours, 31 minutes, and 13 seconds ago)Tweaked a few numbers related to RATS spawning that haven't really been looked at since the space system changeover or the debris change. RATS should now spawn more like you would expect.
Posted at Sun Oct 10 19:49:39 2010 UTC (1 year, 7 months, 7 days, 2 hours, 5 minutes, and 47 seconds ago)Logging in should be a bit faster now.
Posted at Thu Jul 2 13:38:06 2009 UTC (2 years, 10 months, 17 days, 8 hours, 17 minutes, and 20 seconds ago)The AEU advanced gunship has been made a bit easier to find. Happy hunting!
Posted at Fri Jul 3 04:37:16 2009 UTC (2 years, 10 months, 16 days, 17 hours, 18 minutes, and 10 seconds ago)For all you bounty hunters! A SLIGHT BALANCE CHANGE!
For repeat offenders, the rewards have been increased!
Posted at Wed Aug 5 16:38:10 2009 UTC (2 years, 9 months, 11 days, 5 hours, 17 minutes, and 16 seconds ago)A condensed version of some recent changes:
* The value of repair points has been slightly increased, since the conditions for gaining them are so strict. This hasn't produced much change in anyone's combat points, but it'll add up for people who engineer a lot.
* A small change to the beacon drop algorithm has slightly (or significantly, depending on the situation) increased the difficulty of beacon drops.
* Certain ships that have no business (either for IC reasons or for game balance reasons) having a FTL drive no longer have FTL drives.
* Mutuality ships now have special internal descriptions, to represent their stylization more completely.
* Some changes were made to the alert system.
* Failsafes are now coloured similarly to the appropriate damage level.
* Failsafe algorithm changed slightly. Shouldn't affect player ships much, if at all.
* Simulator ships now have symbols and colours on the starmap.
As always, report any weirdness.
Posted at Sat May 30 14:08:23 2009 UTC (2 years, 11 months, 19 days, 7 hours, 47 minutes, and 3 seconds ago)After some consideration, the following additional changes have been made to ground combat for balance purposes:
- Fringe suits have traded their laser modules for projectiles, and now carry more ammo. This is more fitting with their role as heavy damage dealers. Existing suits have been automatically updated.
- Fringe and Mutuality suits will not progress quite so high in HP as they did before, though the first tier suits are unaffected, so you'll never know the difference!
- Basic weapon modules (that is, not grenades and not missiles) have gained an additional weapon at 50 points, just to have some early progression.
- Similarly, a modest armor upgrade has been added at a low point level.
- AEU and EAOS suits have had their fragility emphasized... which probably means exactly what you think it does. This is to further make enmity management and balanced groups more important.
- AEU. EAOS, and Mutuality suits have had their energy capacity tweaked slightly.
Also, some minor fixes: getting hit now displays the exact damage to you, and looking at objects will reveal how damaged they are percentagewise. And finally, new lootable items, including a new battle item, have been added.
Posted at Sat Jan 9 14:25:42 2010 UTC (2 years, 4 months, 7 days, 7 hours, 29 minutes, and 44 seconds ago)Also you can now deploy your battlesuit without a mission selected, should you ever choose to for whatever reason, to change its commands or admire it or have sex with it or whatever.
Posted at Sat Jan 9 14:36:35 2010 UTC (2 years, 4 months, 7 days, 7 hours, 18 minutes, and 51 seconds ago)With rather more work, I have also added lower point abilities for each of the four ability branches. These involve three entirely new effects, so let's hope they actually work!
Posted at Sat Jan 9 15:51:38 2010 UTC (2 years, 4 months, 7 days, 6 hours, 3 minutes, and 48 seconds ago)Added more weapons to close a bit of a point gap that few people are close to anyway. Perhaps one day I'll be satisfied.
Posted at Sat Jan 9 16:03:11 2010 UTC (2 years, 4 months, 7 days, 5 hours, 52 minutes, and 15 seconds ago)Battlesuits now show their location in the INFO command. There was an issue earlier with the location not being right, so if it looks wrong, send a report!
Posted at Sun Jan 10 01:04:29 2010 UTC (2 years, 4 months, 6 days, 20 hours, 50 minutes, and 57 seconds ago)Made the PEER command work without a given direction to show your immediate surroundings.
Posted at Thu Mar 3 14:45:50 2011 UTC (1 year, 2 months, 16 days, 7 hours, 9 minutes, and 36 seconds ago)New Conquest benefit: Top alliances will enjoy accelerated ship construction.
Posted at Thu Oct 15 23:50:32 2009 UTC (2 years, 7 months, 1 day, 22 hours, 4 minutes, and 54 seconds ago)The communications oddities should be fixed.
Posted at Fri Jan 13 00:47:20 2012 UTC (4 months, 3 days, 21 hours, 8 minutes, and 6 seconds ago)In light of exploration creating a lot of uncharted sectors, sector purging has had a thorough going through. You may notice sectors not holding their debris for long if you leave them, so if you intend to clean up the mess after a beacon be sure to get it quickly! In this grand purge we recycled about six thousand sectors and twenty seven thousand objects.
Posted at Fri Jan 13 05:44:11 2012 UTC (4 months, 3 days, 16 hours, 11 minutes, and 15 seconds ago)Fixed a bug in determining the seller's return in the copyable media stores.
Posted at Thu Sep 9 01:43:13 2010 UTC (1 year, 8 months, 7 days, 20 hours, 12 minutes, and 13 seconds ago)Replaced the 'referrer' portion of character generation with a wider-ranging question about where the new player learned of Star Conquest.
Posted at Thu Sep 9 03:16:18 2010 UTC (1 year, 8 months, 7 days, 18 hours, 39 minutes, and 8 seconds ago)Added our errant profile samples into the help system. They can be found under HELP ADEQUATE PROFILE SAMPLE and HELP GOOD PROFILE SAMPLE.
Posted at Thu Sep 9 23:20:26 2010 UTC (1 year, 8 months, 6 days, 22 hours, and 35 minutes ago)Some more changes were made to the crafting system. Enjoy.
Posted at Sat Aug 15 20:42:36 2009 UTC (2 years, 9 months, 1 day, 1 hour, 12 minutes, and 50 seconds ago)Renaming ships should now be much, much cheaper in most cases.
Posted at Sun Aug 16 01:21:20 2009 UTC (2 years, 9 months, 20 hours, 34 minutes, and 6 seconds ago)Felo should now be far less effective at spreading through environments which are not enclosed. In other words, the "freerange" nests on planets and stuff should not produce nearly as many felo.
Posted at Thu Dec 23 16:52:30 2010 UTC (1 year, 4 months, 24 days, 5 hours, 2 minutes, and 56 seconds ago)The one-person cargo hauler "Space Hauler" should no longer be read as the Starduster, John Bandicut's famous juggernaut.
Posted at Thu Dec 23 20:03:48 2010 UTC (1 year, 4 months, 24 days, 1 hour, 51 minutes, and 38 seconds ago)Oh, I forgot to mention this until AFTER someone did a raid but the Megapod 'boss' dudes are now named like Mother (no Alpha, Beta, etc)
Posted at Mon Dec 20 01:23:14 2010 UTC (1 year, 4 months, 27 days, 20 hours, 32 minutes, and 12 seconds ago)Mutating felo now do their thing with a little more randomness.
Posted at Mon Dec 20 16:07:40 2010 UTC (1 year, 4 months, 27 days, 5 hours, 47 minutes, and 46 seconds ago)Altered the weapons-already-firing check to detect whether it's stuck. Please report any issues or unintended behavior.
Posted at Mon Dec 20 17:26:00 2010 UTC (1 year, 4 months, 27 days, 4 hours, 29 minutes, and 26 seconds ago)Added a Tradesmen help file with guidelines on the sorts of items that should be requested.
Posted at Mon Dec 20 21:34:22 2010 UTC (1 year, 4 months, 27 days, 21 minutes, and 4 seconds ago)Bounty hunting should be working again. Watch your backs and your neighbor's cargo holds!
Posted at Fri Nov 26 18:40:04 2010 UTC (1 year, 5 months, 21 days, 3 hours, 15 minutes, and 22 seconds ago)Changed the conquest formula slightly; smaller alliances that are performing exceptionally poorly will not get penalized further.
Posted at Tue Aug 24 02:49:35 2010 UTC (1 year, 8 months, 23 days, 19 hours, 5 minutes, and 51 seconds ago)Outsider Training Sectors no longer also spawn thralls. Whoops! Our bad, guys!
Posted at Tue Aug 24 18:49:01 2010 UTC (1 year, 8 months, 23 days, 3 hours, 6 minutes, and 25 seconds ago)Gave some lovin' to craftin' for newspacey stuff
Posted at Tue Aug 24 22:14:10 2010 UTC (1 year, 8 months, 22 days, 23 hours, 41 minutes, and 16 seconds ago)Garages made EASY! You may now freely attempt to board any ship present at a spaceport and if it's inside the garage, it will be MAGICALLY TRANSPORTED TO THE LANDING PAD and then you will seamlessly carry on with boarding it! This will only work with ships for which you have a key.
Posted at Tue Aug 24 23:47:35 2010 UTC (1 year, 8 months, 22 days, 22 hours, 7 minutes, and 51 seconds ago)Probably a long time in coming, but now you can repair things without getting into a menu! Like 'REPAIR TURRET 10' or whatever!
Posted at Sat Sep 26 02:24:38 2009 UTC (2 years, 7 months, 21 days, 19 hours, 30 minutes, and 48 seconds ago)Words are no longer sliced in half when you are using the automapper.
Posted at Sun Jun 12 05:33:46 2011 UTC (11 months, 6 days, 16 hours, 21 minutes, and 40 seconds ago)Added a way for players to see Tandem Cylical Time automatically converted into decimal format, just in case people can't handle the real way to view it.
Posted at Thu Jun 3 18:28:49 2010 UTC (1 year, 11 months, 15 days, 3 hours, 26 minutes, and 37 seconds ago)New dialogue parsing engine! I call it Fancy Dialogue!
Its purpose is basically to take your dialogue and split it up intelligently into more varied and interesting constructions, like in a work of fiction, rather than having "Player says 'whatever'" for line after line.
Probably the most important thing to know is that if you don't like it, you can turn it off by typing GEN-O and choosing the appropriate option. Note that fancy dialogue is ON by default, which means that the option under GEN-O is whether you want to DISABLE it. If you like it, then keep that "disable" option toggled to OFF.
When fancy dialogue is active, your "ignore accents" option will, basically, do nothing. This is because reminders about accents should now be few and far between as part of the engine, rather than constant spam. If you have fancy dialogue off, your "ignore accents" option will work exactly as before.
You can also influence your dialogue by using emoticons! They will still be filtered out, but they will alter how you say things. Currently recognized emoticons are as follows: :) :( :D :P :O :|
I think there's still a few bugs to iron out and a few more tweaks to come, but this is mostly complete. Enjoy!
Posted at Thu Jun 3 18:30:36 2010 UTC (1 year, 11 months, 15 days, 3 hours, 24 minutes, and 50 seconds ago)An edge condition traceback in starmaps has hopefully been fixed.
Posted at Sun Jun 5 21:16:52 2011 UTC (11 months, 13 days, 38 minutes, and 34 seconds ago)Added a condensed version of org status to the SCORE command.
Posted at Wed Jul 13 00:27:06 2011 UTC (10 months, 6 days, 21 hours, 28 minutes, and 20 seconds ago)Organizations can now be renamed at some expense.
Posted at Wed Jul 13 00:46:28 2011 UTC (10 months, 6 days, 21 hours, 8 minutes, and 58 seconds ago)Added NOTICES to your metachannel communicators! These are messages pushed immediately to your communicator that will gently nag you once per hour until you read them (which you do by just looking at your communicator).
There are a few reasons for this, but the most basic one is that, in SC's original design, I envisioned that players would be spending nearly all of their time in ships and would be launching and landing again rather frequently. This is why several notifications (new mail, new news, etc.) occur when you land. These days, of course, the scope of the game has expanded somewhat, and we have many things to do that don't involve flying around at all. This means that things you would probably want to know about fairly immediately may sometimes go unnoticed for a great deal of time.
The first major new thing here is that receiving new mail will immediately send a notice to your communicator.
The second thing you'll notice quickly is that each civilian liaison now has the power to send notices to your communicator once per hour. This is to help organize meetings and other player-initiated events. This goes to pretty much everyone in your alliance, so please don't spam things. The interval will be increased if necessary.
More things will be added as needed! I may eventually roll things like new message board posts and new aggregator headlines into this as well, so that a well-informed player is not looking at a dozen different objects upon logging in.
Posted at Tue Mar 15 02:29:31 2011 UTC (1 year, 2 months, 4 days, 19 hours, 25 minutes, and 55 seconds ago)A small bug with stopping a game of trade cycles has been fixed.
Posted at Mon Jun 6 21:28:41 2011 UTC (11 months, 12 days, 26 minutes, and 45 seconds ago)- RATS will no longer leave behind starship debris.
- Starship debris should be slightly more consistent in terms of size and value, and both numbers will now be relative to the size of the ship.
Posted at Thu Oct 22 19:07:56 2009 UTC (2 years, 6 months, 25 days, 2 hours, 47 minutes, and 30 seconds ago)After many years, it has finally happened.
- Apartments and apartment landings now respond to the OPEN DOOR and CLOSE DOOR commands.
- An open door now counts as an invitation, and will allow visitors to freely enter your apartment without a resident having to go out and grab them.
- If your door is closed and you are a valid resident, you will automatically open and close the door going in or out of your apartment, rather than slamming into it (as amusing as that was).
Posted at Thu Oct 22 21:36:42 2009 UTC (2 years, 6 months, 25 days, 18 minutes, and 44 seconds ago)We have altered PST to be the same as MST. We hope this simplifies things for everyone.
Posted at Sat Dec 17 23:19:53 2011 UTC (4 months, 29 days, 22 hours, 35 minutes, and 33 seconds ago)Introducing 'HELP COMMAND' for all your starship command needs! Or most of them at least. Also available through the web portal at http://moo.squidsoft.net:7779/help?Starship_Command_Reference
Posted at Sat Mar 14 00:03:31 2009 UTC (3 years, 2 months, 5 days, 21 hours, 51 minutes, and 55 seconds ago)Players should no longer be able to "find" objects by playing a trash-can-rummaging guessing game!
Posted at Tue Jan 4 05:38:27 2011 UTC (1 year, 4 months, 12 days, 16 hours, 16 minutes, and 59 seconds ago)Added felo upgrades (up to 1001 felo points worth of them) and fixed a few errors with how they were displayed when used.
Posted at Tue Jan 4 08:27:41 2011 UTC (1 year, 4 months, 12 days, 13 hours, 27 minutes, and 45 seconds ago)Chow-fed soldiers should be somewhat less weakened now.
Posted at Tue Jan 4 18:14:09 2011 UTC (1 year, 4 months, 12 days, 3 hours, 41 minutes, and 17 seconds ago)Added a new attribute to ship models. If you notice any oddities, particular your ship moving in an unusual manner, please send a report!
Posted at Tue Jan 4 20:00:15 2011 UTC (1 year, 4 months, 12 days, 1 hour, 55 minutes, and 11 seconds ago)Fixed a bug that could interfere with using nomination and voting machines.
Posted at Mon Feb 6 00:44:23 2012 UTC (3 months, 10 days, 21 hours, 11 minutes, and 3 seconds ago)Fixed a bug where an infected ship's escape pod wouldn't work properly!
Posted at Fri Dec 3 04:52:13 2010 UTC (1 year, 5 months, 14 days, 17 hours, 3 minutes, and 13 seconds ago)Bari mold will damage hull slightly less often now.
Posted at Fri Dec 3 05:35:07 2010 UTC (1 year, 5 months, 14 days, 16 hours, 20 minutes, and 19 seconds ago)Fixed Bari spreader pods. Now they'll work properly! Yay!
Posted at Fri Dec 3 11:47:13 2010 UTC (1 year, 5 months, 14 days, 10 hours, 8 minutes, and 13 seconds ago)Changed Bari movement habits on a ship somewhat.
Posted at Fri Dec 3 14:49:09 2010 UTC (1 year, 5 months, 14 days, 7 hours, 6 minutes, and 17 seconds ago)Altered Bari Spreader behaviour.
Posted at Fri Dec 3 16:15:27 2010 UTC (1 year, 5 months, 14 days, 5 hours, 39 minutes, and 59 seconds ago)Organizations now each get their very own message board!
This message board is, of course, completely in character.
The Announcements subforum can only be posted in by the founder or trustees. The General subforum is open to all members.
Posted at Thu Jan 27 05:26:43 2011 UTC (1 year, 3 months, 20 days, 16 hours, 28 minutes, and 43 seconds ago)Recent advances in Jinu translation technology have fixed issues with some previously untranslated words.
Posted at Tue Jun 21 04:12:21 2011 UTC (10 months, 28 days, 17 hours, 43 minutes, and 5 seconds ago)You now are informed when your hair grows out.
Posted at Tue Jun 21 10:03:59 2011 UTC (10 months, 28 days, 11 hours, 51 minutes, and 27 seconds ago)Fixed an issue with Mutuality stations and courier ships.
Posted at Fri Sep 17 00:52:42 2010 UTC (1 year, 7 months, 30 days, 21 hours, 2 minutes, and 44 seconds ago)Fixed an issue with ships carrying illegal goods and their related lack of protection.
Posted at Fri Sep 17 01:02:10 2010 UTC (1 year, 7 months, 30 days, 20 hours, 53 minutes, and 16 seconds ago)Updated the Bounty Hunting helpfile to mention illegal starship modifications and that the navy doesn't protect you if the good is illegal in their space.
Posted at Fri Sep 17 01:15:34 2010 UTC (1 year, 7 months, 30 days, 20 hours, 39 minutes, and 52 seconds ago)Removed seatbelts from the illegal mod list since it's just become a source of trolling. Might be revisited sometime, but only alongside a way to remove them.
Posted at Fri Sep 17 19:13:07 2010 UTC (1 year, 7 months, 30 days, 2 hours, 42 minutes, and 19 seconds ago)Added the Messages to the Staff channel. MTTS ON/OFF/
Introducing MAILING LISTS!
We have two mailing lists at the moment, and probably two forever.
- General: This will be to announce major huge game changes, mainly. It's opt-out because we're a bunch of jerks. But the real reason is, I plan to use this to notify inactive players once in a great while of what's new in the game and see if they come back. Active players will probably never see anything from this mailing list, unless something incredibly important happens that we can't announce in the game for some reason, but I'm not sure what that would be.
- Events: This will see a lot more use, so it is opt-in. Upon the first announcement of an event, the text of the announcement will be sent to your account's registered email address.
Type SUBSCRIPTIONS (or SUBS) to manage your mailing lists.
Posted at Fri Sep 17 21:00:43 2010 UTC (1 year, 7 months, 30 days, 54 minutes, and 43 seconds ago)Added a thing to periodically remind people about upcoming events that I hope works like it is meant to. It should not bother you during space combat or ground combat.
Posted at Fri Sep 17 22:34:22 2010 UTC (1 year, 7 months, 29 days, 23 hours, 21 minutes, and 4 seconds ago)Changed the event reminders on the web portal and on the login report to use the new system.
Posted at Fri Sep 17 23:10:25 2010 UTC (1 year, 7 months, 29 days, 22 hours, 45 minutes, and 1 second ago)Mechanoid bloodlust has been tweaked for maximum efficiency.
Posted at Wed Dec 29 05:20:13 2010 UTC (1 year, 4 months, 18 days, 16 hours, 35 minutes, and 13 seconds ago)Due to pressure from members of the Primate Appreciation Society and Lauren the Orangutan Reenactors Club, grunting and groaning is now available without going to the fuss of :.
Posted at Wed Dec 29 17:00:57 2010 UTC (1 year, 4 months, 18 days, 4 hours, 54 minutes, and 29 seconds ago)Advanced engineering buffs now smile and say something nice instead of exploding when used in an unexpected way.
Posted at Tue May 31 05:30:05 2011 UTC (11 months, 18 days, 16 hours, 25 minutes, and 21 seconds ago)New general option: Acknowledge New Lines When Inputting Lines of Text. This means that when submitting multiple lines of input, like in a message board post, a new line will be acknowledged with an asterisk.
Posted at Tue Dec 29 18:28:58 2009 UTC (2 years, 4 months, 18 days, 3 hours, 26 minutes, and 28 seconds ago)The SPELL command (typed by itself) can now spell words from the last 10 or so lines you've received from the game.
Posted at Wed Dec 30 00:31:07 2009 UTC (2 years, 4 months, 17 days, 21 hours, 24 minutes, and 19 seconds ago)New general option allows for long menus to be columnized horizontally instead of vertically, which means the entries will end up listed sequentially for users of screen readers.
Posted at Wed Dec 30 00:47:20 2009 UTC (2 years, 4 months, 17 days, 21 hours, 8 minutes, and 6 seconds ago)P.S. You'll notice there are already results. That's right, we've been secretly tracking everything you've been doing for the past four days before this was even implemented!
Posted at Wed Oct 14 16:57:34 2009 UTC (2 years, 7 months, 3 days, 4 hours, 57 minutes, and 52 seconds ago)A little change to ship AI:
* Disarmed ships won't lock anymore.
Report any oddity, as always.
Posted at Mon Jun 1 05:49:51 2009 UTC (2 years, 11 months, 17 days, 16 hours, 5 minutes, and 35 seconds ago)Pretty huge bug fix: Some players were allowed to gain points past their cap. This has been fixed.
Posted at Mon Jun 1 07:36:44 2009 UTC (2 years, 11 months, 17 days, 14 hours, 18 minutes, and 42 seconds ago)Tweaked how the fancy dialogue system displays dialogue with emoticons. Realized that emoticons actually did not work at all. Fixed emoticons.
Posted at Fri Jun 4 01:22:18 2010 UTC (1 year, 11 months, 14 days, 20 hours, 33 minutes, and 8 seconds ago)Made some changes to beacon drops in order to affect difficulty.
- Certain aspects of the encounter will depend upon the capabilities of the friendly ships involved (under the IC assumption that better operators will be sent after better ships).
- The beacon drop ship spawner is more conscious of enemy ship roles, and should spawn ships more intelligently and less overwhelmingly.
- Overall, beacon drop difficulty should be somewhat lower, particularly for less upgraded ships.
Posted at Wed Nov 18 16:45:12 2009 UTC (2 years, 5 months, 29 days, 5 hours, 10 minutes, and 14 seconds ago)Felo are now far less likely to wander into places where they shouldn't be.
Posted at Wed Mar 16 04:06:56 2011 UTC (1 year, 2 months, 3 days, 17 hours, 48 minutes, and 30 seconds ago)TESLATOWN
Some Teslatown changes designed to make grouping more common. TESLATOWN IS A GROUP ACTIVITY. I've said it dozens of times but nobody seems to believe it. Doing it alone or even treating it as Couples Night is not doing it right. You people are all insane for doing so many small solo sites.
- The more people you have in your group, the more you can potentially get from your site. In other words, a site's total value caps at a higher amount when you bring more people. This is actually not a change, but has been true almost since day one.
- Having more people in your group will increase profits in all circumstances.
- The total site value is no longer based on the lowest point participant's potential site value. Instead, all participants will have their potential site values added to the total regardless of how well point levels match up. For example: previously, if Guy #1 could get 30 bucks from a site and Guy #2 could get 100 bucks, when they grouped, the system would find the minimum and arrive at 30 * 2 = 60 for the site's final value. Now it'll arrive at 30 + 100 = 130.
- At the end of a mission, Teslabucks will not be distributed equally, but will be given out in proportion to each person's contribution to that site's total value. Taking the above example, if the mission ended up being worth 200 bucks, then previously Guy #1 and Guy #2 would each earn 100 bucks. But with a proportionate system, Guy #1 will get 46 bucks and Guy #2 will get 154 bucks. This is still good, of course, because with the new system, the low guy will not in practice actually earn any less while the higher guy is now finding the group site worthwhile.
The intended effect of this is simply to make it practical and worthwhile for players of all point levels to group together and each see better profits than they would ever get by themselves or even in smaller groups. It should be as simple as that.
GROUND MISSIONS
As decided at the forum last month, ground missions will now give fewer points but will reward many more credits.
Posted at Wed Mar 16 14:43:07 2011 UTC (1 year, 2 months, 3 days, 7 hours, 12 minutes, and 19 seconds ago)Some liaison stuff:
Each terminal now allows the liaison to send communicator notices, which I thought I did before but somehow failed to accomplish.
Voting machines will now report numbers of voters in addition to percentages.
The industrial whip terminal will tell the leading alliance how far ahead they are.
Posted at Wed Mar 16 19:56:55 2011 UTC (1 year, 2 months, 3 days, 1 hour, 58 minutes, and 31 seconds ago)Added a new newbie quest for industrial-minded new pilots to Accord Headquarters. A similar quest involving combat will appear soon.
Posted at Fri Aug 20 02:31:54 2010 UTC (1 year, 8 months, 27 days, 19 hours, 23 minutes, and 32 seconds ago)Attention! The security levels of some sectors has changed! Additionally, lower security sectors, even in high security space will have more debris in them than higher security sectors. Conversely, this means that many high security sectors with debris now have less debris in them than they used to have!
Posted at Fri Aug 20 02:32:59 2010 UTC (1 year, 8 months, 27 days, 19 hours, 22 minutes, and 27 seconds ago)Fixed an issue with post pruning not properly rebuilding the post index cache afterwards.
Posted at Thu Mar 25 18:46:24 2010 UTC (2 years, 1 month, 24 days, 3 hours, 9 minutes, and 2 seconds ago)Navy responses are now more proportional to the hostile party.
Posted at Sun Jul 17 02:20:57 2011 UTC (10 months, 2 days, 19 hours, 34 minutes, and 29 seconds ago)Fixed a bug where Fringe local artifacts would count as alien artifacts.
Posted at Sun Jul 17 19:19:41 2011 UTC (10 months, 2 days, 2 hours, 35 minutes, and 45 seconds ago)Fixed a bug with prompted profiles and players who have not described themselves!
Posted at Sun Jul 17 23:32:27 2011 UTC (10 months, 1 day, 22 hours, 22 minutes, and 59 seconds ago)With nobody to watch them, holovids will turn themselves off out of loneliness and search for ice cream to cheer up.
Posted at Tue Dec 6 11:04:29 2011 UTC (5 months, 11 days, 10 hours, 50 minutes, and 57 seconds ago)I am going to rebalance salvage op payouts once and for all! But not today.
Interim change: Salvage ops have had a silly tendency to pay better the longer they go on, which is rather the opposite of what we'd prefer to encourage. This was an unintended effect of the change that capped payout for less experienced players. This has been changed so that certain appropriate payout caps are still in place, but the degree of payout should be unaffected by the length of the op. This means that efficiency is good!
This is temporary. Changes are planned to further alter how payout works, to ensure that all participants get predictable and appropriately proportionate pay. Also, we'll be looking at the defender's role and trying to strike a balance between too busy and too boring ops.
Posted at Mon May 7 23:47:22 2012 UTC (10 days, 22 hours, 8 minutes, and 4 seconds ago)Standard torps are cheaper now. We found some behind the couch.
Posted at Tue Mar 31 00:49:08 2009 UTC (3 years, 1 month, 18 days, 21 hours, 6 minutes, and 18 seconds ago)Felo points are now in the game. The current high scorer has 9 already!
Posted at Sun Jan 2 10:39:08 2011 UTC (1 year, 4 months, 14 days, 11 hours, 16 minutes, and 18 seconds ago)Hopefully have fixed an issue wherein enemy battlesuits could spam their weapons before their roundtime took effect.
Posted at Sun Jan 2 23:43:22 2011 UTC (1 year, 4 months, 13 days, 22 hours, 12 minutes, and 4 seconds ago)Made the NEWS command in ships menu-based for less WALL OF TEXT.
Posted at Mon Sep 13 00:13:17 2010 UTC (1 year, 8 months, 3 days, 21 hours, 42 minutes, and 9 seconds ago)Fixed an exploit and a smaller minor issue in the new ATM cash converter.
Posted at Mon Sep 13 06:09:54 2010 UTC (1 year, 8 months, 3 days, 15 hours, 45 minutes, and 32 seconds ago)Tagging now only works in Gamma-4 or higher security space.
Posted at Mon Sep 13 20:11:12 2010 UTC (1 year, 8 months, 3 days, 1 hour, 44 minutes, and 14 seconds ago)Added illegal starship modifications. Currently, players can't get any of these, but if your ship happens to have one, you can be tagged for it by any upstart bounty hunter in places where it's illegal.
Posted at Mon Sep 13 20:18:40 2010 UTC (1 year, 8 months, 3 days, 1 hour, 36 minutes, and 46 seconds ago)Added space markets to the coordinate rundown, because they weren't there before. Whoops!
Posted at Mon Sep 13 20:42:26 2010 UTC (1 year, 8 months, 3 days, 1 hour, and 13 minutes ago)Beware! Ships that are carrying contraband or are illegally modified are no longer a protected species.
Posted at Mon Sep 13 20:57:07 2010 UTC (1 year, 8 months, 3 days, 58 minutes, and 19 seconds ago)Go-bots despair! You now need to manually go places, instead of using go with no arguments.
If there's a go-exit that you can't figure out the name for, REPORT it and we'll look into it.
Posted at Sat Oct 3 15:55:58 2009 UTC (2 years, 7 months, 14 days, 5 hours, 59 minutes, and 28 seconds ago)Also, a very minor change: You can now READ message board readers. Mostly to make things slightly more intuitive for newbies.
Posted at Sat Oct 3 16:30:16 2009 UTC (2 years, 7 months, 14 days, 5 hours, 25 minutes, and 10 seconds ago)Attempting to upgrade an asteroid mining drone into the type of asteroid mining drone that it already is should now abort probably. Either that or it'll summon The Dark Lord Satan. Net effect is positive regardless. Probably.
Posted at Tue Dec 21 23:26:25 2010 UTC (1 year, 4 months, 25 days, 22 hours, 29 minutes, and 1 second ago)Hanging paintings has been updated to work with other things from this century.
Posted at Sun Nov 6 00:24:53 2011 UTC (6 months, 10 days, 21 hours, 30 minutes, and 33 seconds ago)Posters may now be hung on walls like paintings. Not sure why that wasn't already possible.
Posted at Sun Nov 6 00:34:10 2011 UTC (6 months, 10 days, 21 hours, 21 minutes, and 16 seconds ago)Fixed a bug which has been preventing some AI starship gunners from firing properly.
Posted at Sun May 13 00:15:25 2012 UTC (5 days, 21 hours, 40 minutes, and 1 second ago)Moderately good news, everyone! By request, a second, optional wave of description details have been added to the game. You may choose from these, if you wish, by typing @DESC. Additionally, HELP DESCRIPTIONS has been added to document the character description system.
Posted at Wed Nov 23 18:32:56 2011 UTC (5 months, 24 days, 3 hours, 22 minutes, and 30 seconds ago)Players who aren't you and are incommunicado generally won't show up on @WHO anymore.
Posted at Tue Apr 14 02:10:04 2009 UTC (3 years, 1 month, 4 days, 19 hours, 45 minutes, and 22 seconds ago)Revamped the hell out of the battlesuit store.
- Optimized some code and made the store menu literally a hundred times faster.
- Separated the menu into sections for less incredible spam. You can get to each section with the MENU command, or type BATTLESUITS/MODULES/WEAPONS/ABILITIES/ARMOR directly to just work with one part at a time.
- The MENU command will show you how many new items you have in each category initially. The "new" notification will disappear when you buy something or when you leave the outfitter.
- Added the INFO command to show your suit's status without the menu.
- Info now displays damage information for currently equipped weapons for comparison purposes.
- Added point requirements in various places, mostly to help players tell which suits are better.
Everything should work pretty much the same otherwise. Send a report if you notice any issues.
Posted at Sat Sep 18 16:12:23 2010 UTC (1 year, 7 months, 29 days, 5 hours, 43 minutes, and 3 seconds ago)An exit in airforts has been messed up this whole time! That is now fixed.
Posted at Tue Oct 18 13:47:03 2011 UTC (6 months, 29 days, 8 hours, 8 minutes, and 23 seconds ago)Fixed an issue where a Gemini's destruction while it had battlesuits deployed would result in the permadeath of all characters aboard the enemy ship. Alas, too late for poor Joss.
Posted at Sat Jul 10 03:04:49 2010 UTC (1 year, 10 months, 9 days, 18 hours, 50 minutes, and 37 seconds ago)Changed how certain NPC ship profiles have their threat rating calculated. Beacons at the mid-high end should be very slightly larger.
Posted at Wed Oct 21 01:08:34 2009 UTC (2 years, 6 months, 26 days, 20 hours, 46 minutes, and 52 seconds ago)Changed beacons slightly so as to have a minimum response for the assembled fleet.
Posted at Wed Oct 21 01:25:04 2009 UTC (2 years, 6 months, 26 days, 20 hours, 30 minutes, and 22 seconds ago)Minerals will now always be present in solo Teslatown sites, because it makes sense and because it fixes some errors that can occur otherwise. Minerals are sort of a "filler" item that tops off your total site value, so they need to be there.
Posted at Wed Feb 23 14:20:17 2011 UTC (1 year, 2 months, 24 days, 7 hours, 35 minutes, and 9 seconds ago)Naval vessels now only disable interdictors in Alpha-1 security space.
Posted at Fri Feb 4 15:08:28 2011 UTC (1 year, 3 months, 12 days, 6 hours, 46 minutes, and 58 seconds ago)Destination finders must be bolted to work properly.
Posted at Fri Feb 4 15:59:53 2011 UTC (1 year, 3 months, 12 days, 5 hours, 55 minutes, and 33 seconds ago)Sectors will no longer spawn more than a few asteroids.
Posted at Mon Oct 17 14:20:53 2011 UTC (7 months, 7 hours, 34 minutes, and 33 seconds ago)If you have a gemini in a ship's docking bay and enter the ship where the gemini is docked and your battlesuit is at the station, your battlesuit is automatically transferred into the gemini!
Posted at Sun Aug 28 23:14:23 2011 UTC (8 months, 18 days, 22 hours, 41 minutes, and 3 seconds ago)'Tor' is now the shortest allowable alias for 'torpedo'.
Posted at Wed Oct 5 04:49:23 2011 UTC (7 months, 12 days, 17 hours, 6 minutes, and 3 seconds ago)Feeding your felo bari meat from the megapod now counts as an exposure to bari.
Posted at Wed Oct 5 06:11:04 2011 UTC (7 months, 12 days, 15 hours, 44 minutes, and 22 seconds ago)Mail delivery has been made more worthwhile for new players, both in points and cash. The change to point values is retroactive. Enjoy!
Posted at Wed Sep 2 13:54:57 2009 UTC (2 years, 8 months, 14 days, 8 hours, and 29 seconds ago)Changes to the help system this morning:
Cadet-level and new players will be redirected to the HELP NEW file when they type just HELP. Players may type HELP INDEX at any time to see all help files.
Help files added:
New to the Game
Salvaging
Decoy Beacons
Teslaworld (mainly just moved from the old help database)
Posted at Wed Sep 2 16:11:02 2009 UTC (2 years, 8 months, 14 days, 5 hours, 44 minutes, and 24 seconds ago)Fixed an issue that made battlesuit switching totally not work at all much of the time!
Posted at Tue Jan 11 00:32:46 2011 UTC (1 year, 4 months, 5 days, 21 hours, 22 minutes, and 40 seconds ago)Newly born felo will now want to eat before mating.
Posted at Tue Jan 11 09:55:10 2011 UTC (1 year, 4 months, 5 days, 12 hours, and 16 seconds ago)More ground combat changes! I'm trying to make groups of mixed battlesuits both practical and desirable!
- Repairing now creates more enmity.
- Damage-dealing abilities now create more enmity.
- Detonators will cause more damage.
- Enemy weapons in general will cause more damage.
- The effect of medium and heavy armor is increased, meaning that using these will significantly decrease the amount of damage you take.
- And the most visible change to you: ALL TIER ONE BATTLESUITS ARE AVAILABLE TO YOU as long as your alliance has a non-aggression pact or better with the manufacturer alliance! That gives most of you a lot more choice as to what role you take in battle. So enjoy that.
Now, not to give away too much strategy, but all of these changes boil down to the idea that you want to mix up your suits, making sure to include at least 1) someone who can repair, 2) someone who can make the enemy focus on them and absorb damage, and 3) people who can do heavy damage to the enemy. Going as a group who all have the same suits will not be as successful.
Posted at Mon Jan 11 00:53:27 2010 UTC (2 years, 4 months, 5 days, 21 hours, 1 minute, and 59 seconds ago)Added a ROLEPLAYING help file for an introduction to roleplaying and general tips for roleplaying well. Even if you don't think you need to read this, chances are you do!
Posted at Fri Jul 15 15:20:31 2011 UTC (10 months, 4 days, 6 hours, 34 minutes, and 55 seconds ago)Added a Civilian Liaisons help file to explain the positions and publicize the current officeholders. You can assume the specifics are known ICly as general knowledge.
Posted at Mon Jan 2 19:15:11 2012 UTC (4 months, 14 days, 2 hours, 40 minutes, and 15 seconds ago)L-look at you, hacker. The RATS-core buyers will now take cores from containers, but you must be holding at least one core before they'll start taking them from you, just to make sure that you want to give them your cores.
Posted at Thu Sep 24 20:59:06 2009 UTC (2 years, 7 months, 23 days, 56 minutes, and 20 seconds ago)Buy and sell prices will no longer change for marathon trade items for the duration of the event!
Posted at Fri Sep 25 00:18:55 2009 UTC (2 years, 7 months, 22 days, 21 hours, 36 minutes, and 31 seconds ago)Fixed a display bug with felo nests.
Posted at Wed Dec 8 22:09:01 2010 UTC (1 year, 5 months, 8 days, 23 hours, 46 minutes, and 25 seconds ago)More ground combat stuff. This is close to totally finished, at least for now.
- You are now notified when an enemy changes its target to you or another ally, with appropriate highlights if you use colors. This is affected by the 'target change' filter.
- The SQUAD command shows more information, including whether the squad member is currently being targeted by something, and their last action and how long ago it took place.
Posted at Tue Jan 19 15:30:26 2010 UTC (2 years, 3 months, 28 days, 6 hours, and 25 minutes ago)Fixed various candidacy issues. If any has voted already, you will have to vote again!
Posted at Wed Mar 9 00:15:15 2011 UTC (1 year, 2 months, 10 days, 21 hours, 40 minutes, and 11 seconds ago)Two new things for customizing your appearance, if you're into that sort of thing!
Beauty shops (e.g. hair) now do coloring as well!
Piercing parlors have been added to all capital planets/stations. Building the same thing four times is not much fun, if you're curious.
Posted at Mon Feb 21 01:21:40 2011 UTC (1 year, 2 months, 26 days, 20 hours, 33 minutes, and 46 seconds ago)Addressed some pressing Teslatown problems!
Solo mining sites will now always only have resources you are capable of detecting and extracting.
Group mining sites have no such restriction. They will work as before, with every resource you have the points to extract being present. However, sites with better resources are now actually more valuable!
Posted at Mon Feb 21 05:00:49 2011 UTC (1 year, 2 months, 26 days, 16 hours, 54 minutes, and 37 seconds ago)Added the @SHOWDESC command to show your full description. This is basically an inventory of body paint, tattoos, piercings, and other things that might be covered up that you would be aware of.
Posted at Mon Feb 21 06:34:19 2011 UTC (1 year, 2 months, 26 days, 15 hours, 21 minutes, and 7 seconds ago)Changed conquest calculations very slightly. It'll tend to prefer larger alliances more often than not, but only very slightly. Should only really be noticable in the first day or so of conquest.
Posted at Fri Oct 23 23:54:05 2009 UTC (2 years, 6 months, 23 days, 22 hours, 1 minute, and 21 seconds ago)Several more minor tweaks have been made to NPC damage and other components.
Posted at Thu Feb 11 17:44:37 2010 UTC (2 years, 3 months, 5 days, 4 hours, 10 minutes, and 49 seconds ago)Fixed a bug wherein advanced engineering components did not check cooldown properly, allowing, for instance, two separate repair components to be used almost immediately after one another.
Posted at Thu Feb 11 17:46:39 2010 UTC (2 years, 3 months, 5 days, 4 hours, 8 minutes, and 47 seconds ago)Cleaned up legacy code pertaining to entering new sectors, fixing a few bugs with INTRASECTOR ENGINE 2.0 (and actually INTRASECTOR ENGINE CATALYST 1.0 that were overlooked, though it's a moot issue at this point.) in the process.
Posted at Thu Feb 11 18:44:59 2010 UTC (2 years, 3 months, 5 days, 3 hours, 10 minutes, and 27 seconds ago)Accelerator gates may have been horribly broken while trying to switch them over to the new system. Time will tell!
Posted at Sat Aug 14 23:18:52 2010 UTC (1 year, 9 months, 1 day, 22 hours, 36 minutes, and 34 seconds ago)Fixed an issue with the League Navy's Kestrel Wing and the AEU Navy's Honour Guard.
Posted at Sat Oct 24 19:10:25 2009 UTC (2 years, 6 months, 23 days, 2 hours, 45 minutes, and 1 second ago)AEU removed from the special application side list and League added to special application side list, for population balancing.
Posted at Sat Oct 24 20:34:57 2009 UTC (2 years, 6 months, 23 days, 1 hour, 20 minutes, and 29 seconds ago)Implemented a new blueprint for plastics, electronics, sonics, and mercenary utility, in order to help the mercenary utility license be more useful.
Posted at Sat Oct 24 23:54:10 2009 UTC (2 years, 6 months, 22 days, 22 hours, 1 minute, and 16 seconds ago)Made some minor changes to the text filter. Primarily, if a sentence starts with a filtered word, it will be capitalized. Secondarily, certain cultures and accents may have an automatic filter.
Posted at Sun Oct 25 03:14:33 2009 UTC (2 years, 6 months, 22 days, 18 hours, 40 minutes, and 53 seconds ago)General transmissions from the control rooms of starships now filter text properly.
Posted at Sun Oct 25 03:44:48 2009 UTC (2 years, 6 months, 22 days, 18 hours, 10 minutes, and 38 seconds ago)Metafrequencies had a few bugs in filtering text properly. This has been fixed.
Posted at Sun Oct 25 03:49:14 2009 UTC (2 years, 6 months, 22 days, 18 hours, 6 minutes, and 12 seconds ago)HOLOVISION PROGRAMMING has resumed!
First, the technical changes:
- Holovision system recoded from scratch.
- Old holovids have been updated to NEW holovisions without any player action being necessary.
- Holovids already sold in stores have been updated.
- Holovids are now available along with apartment furniture when designing a new apartment.
And the more important aspects of this:
- The holovision system will be used to deliver background and historical information about the game, within the game. It's a bit sparse right now, but several new shows are in progress and we've got many more planned. This is done mostly through the HoloHistory channel.
- The system will ALSO be used to deliver ongoing narratives about current events, especially events that players actually participate in, but also events that occur "off-screen" that will drive the plot. We're hoping this will make the game's plot easier for everyone to follow and keep up with, and it'll also let us keep up a narrative between events with player participation. This is done mostly through the ISNN channel.
Posted at Tue Aug 31 00:05:45 2010 UTC (1 year, 8 months, 16 days, 21 hours, 49 minutes, and 41 seconds ago)- Added public holovids to pilot lounges FOR YOUR CONVENIENCE.
- Added the IGNORE command to holovids so you can avoid the spam of everyone else watching said holovid if you choose.
Posted at Tue Aug 31 00:17:01 2010 UTC (1 year, 8 months, 16 days, 21 hours, 38 minutes, and 25 seconds ago)Echoes (that is, periodic flavor text) should no longer play in rooms with an activated holovid.
Posted at Tue Aug 31 01:25:45 2010 UTC (1 year, 8 months, 16 days, 20 hours, 29 minutes, and 41 seconds ago)Switching holovids on and off will now be a simple toggle using the TURN command. To switch the channel or use the holovid as you did before, use the USE command.
Posted at Tue Aug 31 12:38:05 2010 UTC (1 year, 8 months, 16 days, 9 hours, 17 minutes, and 21 seconds ago)Resolved an issue with the ignore function on holovids.
Posted at Tue Aug 31 19:57:43 2010 UTC (1 year, 8 months, 16 days, 1 hour, 57 minutes, and 43 seconds ago)Fixed an issue with held holovids being rather...excited.
Posted at Tue Aug 31 20:08:45 2010 UTC (1 year, 8 months, 16 days, 1 hour, 46 minutes, and 41 seconds ago)Forgot to mention this when I did it, but after looking at the drop rates for some RATS parts, requirements for blueprints that use said parts have been reduced.
Posted at Mon Feb 1 07:26:17 2010 UTC (2 years, 3 months, 15 days, 14 hours, 29 minutes, and 9 seconds ago)There is now an EXPERIENCE (or EXP) command that will summarize your experience relative to the rest of your alliance, in a similar manner to KNOWLEDGE but in greater detail.
Posted at Mon Feb 1 17:01:37 2010 UTC (2 years, 3 months, 15 days, 4 hours, 53 minutes, and 49 seconds ago)Your player rank no longer shows up in INFO, in our efforts to phase out TOPS LIST CLASSIC. Conveniently, this will make INFO generation much faster!
Posted at Mon Feb 1 17:04:56 2010 UTC (2 years, 3 months, 15 days, 4 hours, 50 minutes, and 30 seconds ago)Fixed various unfortunate issues related to asteroid hauling that cropped up today.
Posted at Tue Feb 2 00:25:46 2010 UTC (2 years, 3 months, 14 days, 21 hours, 29 minutes, and 40 seconds ago)RATS nests should show more variation in enemy types.
Posted at Thu Jan 21 22:29:56 2010 UTC (2 years, 3 months, 25 days, 23 hours, 25 minutes, and 30 seconds ago)Fixed an issue with the message board system causing certain threads to not get a 'Re: '
Posted at Tue Feb 9 16:27:29 2010 UTC (2 years, 3 months, 7 days, 5 hours, 27 minutes, and 57 seconds ago)New website feature in beta:
You can now access the game's message board system via the website. This feature is in beta and incomplete. Most immediately obvious is that it's read-only and there's no way to write a post. But given the difficulty of following threads like the massive PvP one, it seems like a good time to announce this anyway.
The message board is the first website feature that links specifically with your character. For this reason, you'll have to type WEBPIN in the game to generate a password that allows the website to link to your character. Use your character's full name and this webpin (NOT your account password) to log into your character on the website. You are responsible for your own security.
The address of the web message board is http://moo.squidsoft.net:7779/messageboard
Posted at Tue Feb 9 23:29:43 2010 UTC (2 years, 3 months, 6 days, 22 hours, 25 minutes, and 43 seconds ago)The Ground Combat help file was once a confusing, outdated wall of text. Now it's gone! Instead, help files for battlesuits and aerial fortresses have been split off from it, and belong to a new Ground Combat help category. Future additions to the ground combat system will go into separate help files under this new category.
Posted at Sun Jan 30 20:14:41 2011 UTC (1 year, 3 months, 17 days, 1 hour, 40 minutes, and 45 seconds ago)Improved help category matching.
Posted at Sun Jan 30 20:18:25 2011 UTC (1 year, 3 months, 17 days, 1 hour, 37 minutes, and 1 second ago)Minors updates to the Asteroid Hauling and Asteroid Mining help files.
Posted at Sun Jan 30 20:32:53 2011 UTC (1 year, 3 months, 17 days, 1 hour, 22 minutes, and 33 seconds ago)Added a medcenter to Teslatown for when poachers are mean to you.
Posted at Sun Jan 30 20:38:44 2011 UTC (1 year, 3 months, 17 days, 1 hour, 16 minutes, and 42 seconds ago)Having detected just a touch of metagaming for votes, we have changed the voting machines to require a minimum level of recent activity. Anyone who is actually playing will be well above this threshold!
Posted at Sun Jan 30 23:08:36 2011 UTC (1 year, 3 months, 16 days, 22 hours, 46 minutes, and 50 seconds ago)After observing the earn rate of artifacts for a few days, we've decided to increase their value to make the activity's income more in line with other 300-point activities.
Posted at Sat Jun 20 16:46:11 2009 UTC (2 years, 10 months, 29 days, 5 hours, 9 minutes, and 15 seconds ago)Announcing a good-sized revision of ground combat! It's why we had no runs yesterday... and unfortunately why we'll have none tonight. However, I'm aiming for a run on Thursday evening, followed by more self-directed nest activities in the future.
- Many armor levels and a few new weapons added. You will now have something to add to your battlesuit at least every 50 points,even if it's just a slightly better weapon or an incremental armor improvement.
- Added 200 point abilities for Minidrones, Sonics, and Plasma.
- Set Light's 65 point ability to 200 points and added a new 65 point ability. If anyone already has that ability at a lower point level, they can keep it.
- Some abilities now require preparation time to use.
- Ability preparation can be interrupted by being hit, or by abilities specifically designed to interrupt.
- Removed obsolete code restricting number of participants based on mission difficulty for the purposes of determining the reward. With enemy scaling in place, all missions should be balanced for 4-6 participants and that number of people will receive the full reward.
- Nests will now vary, mostly in terms of enemy types.
- Enemies now have the ability to... use abilities.
- Added several new enemy types. Guess what they do!
- Added boss enemies. You'll have great fun with these!
Posted at Thu Jan 14 01:52:07 2010 UTC (2 years, 4 months, 2 days, 20 hours, 3 minutes, and 19 seconds ago)The 'show only damaged components' option will now list one component per line rather than columnizing.
Posted at Thu Jan 14 02:51:17 2010 UTC (2 years, 4 months, 2 days, 19 hours, 4 minutes, and 9 seconds ago)Made a fantastic change to behind-the-scenes gamebuilding stuff that will never directly affect you in any way, but rest assured it is fantastic.
Posted at Thu Jan 14 04:30:03 2010 UTC (2 years, 4 months, 2 days, 17 hours, 25 minutes, and 23 seconds ago)Players who have opted out of the tops boards shouldn't take up a place in the INFO ranking or be able to see @tops-like boards.
Posted at Tue Jul 28 20:19:47 2009 UTC (2 years, 9 months, 19 days, 1 hour, 35 minutes, and 39 seconds ago)Minimap sorta thing implemented. Off by default, you can turn it on with GEN-O. It may be a bit flakey at the moment, and it works off of @linelen. Post any questions/comments/suggestions to OOC/MttS.
Posted at Wed Jul 29 04:52:24 2009 UTC (2 years, 9 months, 18 days, 17 hours, 3 minutes, and 2 seconds ago)Nomination machines are now fully armed and operational.
Posted at Tue Feb 7 05:45:49 2012 UTC (3 months, 9 days, 16 hours, 9 minutes, and 37 seconds ago)Changed some things in respect to which spaceports accept debris/asteroids and from whom in preparation for switching to the new system. You shouldn't notice any changes at the moment. Send a report if you find anything odd.
Posted at Thu Aug 12 15:27:23 2010 UTC (1 year, 9 months, 4 days, 6 hours, 28 minutes, and 3 seconds ago)Added the STANDINGS command. For factions.
Posted at Thu Aug 12 19:34:54 2010 UTC (1 year, 9 months, 4 days, 2 hours, 20 minutes, and 32 seconds ago)League and Fringe pilots will now get some default standing to the Accord.
Posted at Thu Aug 12 20:49:41 2010 UTC (1 year, 9 months, 4 days, 1 hour, 5 minutes, and 45 seconds ago)The effect of a ship's hull size on hull damage absorption points and energy grid capacity is now clarified in the STATUS command!
Posted at Fri Dec 4 02:53:59 2009 UTC (2 years, 5 months, 13 days, 19 hours, 1 minute, and 27 seconds ago)Ground combat changes!
- Fixed an issue with ability use bypassing the energy check.
- Fixed an issue with flare, as it turns out, doing absolutely nothing.
- Increased enmity once again for repairing and damaging abilities. Basically, enemies should really hate "caster" types.
- Increased enmity from flare to compensate. Added extra enmity effects to certain other Light abilities.
- Redid scaling of higher tier suit HP and energy, along with enemy weapons.
- Boosted light armor slightly.
- Medical centers in airforts will now use synthesis supplies when treating someone.
- Limited battlesuit weapons to two per module, or only one for grenades and missiles. If you already have more than this, the limit will take effect the next time you add a weapon.
- Added an elkload of new weapons, with tradeoffs in damage, time to fire, ammo capacity, accuracy, and so on.
- Added info for weapons to the battlesuit outfitter menu.
- Added info for battlesuits to the battlesuit outfitter menu.
Posted at Mon Jan 11 23:40:15 2010 UTC (2 years, 4 months, 4 days, 22 hours, 15 minutes, and 11 seconds ago)Another ground combat change: You are now warned in BIG RED LETTERS if you're launching in a mule and the fortress does not contain your battlesuit. If you then end up at a mission site still without your suit, this system will also automatically find you and punch you directly in your stupid face.
Posted at Tue Jan 12 01:42:34 2010 UTC (2 years, 4 months, 4 days, 20 hours, 12 minutes, and 52 seconds ago)Last minute change! If you just land in a mule at the spaceport that has your battlesuit, it should transfer without you having to exit and re-enter.
Posted at Tue Jan 12 02:14:37 2010 UTC (2 years, 4 months, 4 days, 19 hours, 40 minutes, and 49 seconds ago)Fixed some miscellaneous organization-related bugs.
Posted at Tue Sep 14 18:49:05 2010 UTC (1 year, 8 months, 2 days, 3 hours, 6 minutes, and 21 seconds ago)Added Space Geography, Options, and Color help files, after seeing people search for these things in the help system to no avail.
Posted at Tue Sep 14 21:59:34 2010 UTC (1 year, 8 months, 1 day, 23 hours, 55 minutes, and 52 seconds ago)Blacklisted couriers can now deliver to places that hate them. Without exploding. Hopefully. Give it a shot!
Posted at Tue Sep 14 23:12:26 2010 UTC (1 year, 8 months, 1 day, 22 hours, and 43 minutes ago)All original work located on this site and within Star Conquest is copyright Squidsoft.net 1998-2012, unauthorised reproduction prohibited.