Main Screen/News/Archive/2013/12.01.2013 - 11:45

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Patch log summary: 15.12.2012 - 13.01.2013

Features

  • The hangar slot requirements of shuttles was tripled
  • The hangar slot requirements were reduced by half for some fighters which may be acquired through credits for the Christmas campaign. This applies exclusively to types with one or more slots, which have received the slot costs for balance.
  • The maximum power of each avatar has been increased by 10.
  • Avatars will not accept assignments anymore if overstrained by it or completely exhausted. Thusly, avatars can only pass out if their former task has been vitally important.
  • NX prototypes can now get modified hangar sizes. The value is geared to the docking areas of the ship/station.
  • When beaming, coordinates can now also be used where this is logically and technically possible. (Any errors, please contact Arakis.)
  • The target player number has been reduced from 1500 to 1300. Thus more free colonies and a greater variety for new players will arise.
  • The representation of ship names in the protocol was adjusted slightly
  • Wormhole Item (for stations in the Christmas auction) has been brought to date.
  • If the ship-autopilot function is disabled, the clickable areas in the LRS are reduced to a straight line but now can be reached. However, unlike players without a Premium Featurepack, all the fields in a straight line are clickable, not only within the LRS range of the ship.
  • Colonies now retain their old name and message, even if they are subjected to a reset.
  • Ship names are now visible in logs, previously only the ID was displayed, including type of vessel.
  • Additional information (ID and any type) of ship name, player name and planet names now appear small and gray. This represents a compromise between completeness and visual necessity.
  • A mysterious ship named "Artificia" has surfaced. It traverses the entire galaxy, but sometimes stops for a few minutes before continuing on...
  • If a ship is captured by a tractor beam without its agreement, it will now try to pull away immediately.
  • Getting loose now simulates the flight of 5 fields instead of 1 field in order to reduce the necessary clicks and increase its effectiveness.
  • The feedback-impulse which is activated by powering up shields of a ship held in a non-friendly tractor beam at that time does not deplete all shield energy anymore.
  • A ship which has broken from a non-friendly tractor beam by a feedback impulse automatically activates its shields now to protect itself from a future capture attempt.
  • Ships are only protected from weathering by the main computer. In addition, docked ships and vessels under the tractor beam are protected as well. Ships that have landed in the hangar are safe from weathering, protected due to being inside another ship.
  • Logs have been extensively restructured, they should now be written reliably.
  • NPC support, such as replenishing the warp core, is now caused by the NPC tech item and is no longer applied to all NPC ships.
  • FSM that are on vacation no longer appear in the FSM list.
  • Artificia (the AI ​​ship with the "immortals" avatars) has the following special abilities:
    • Regeneration of 1 hull unit every 4 seconds (5 ore required)
    • Regeneration of 1 shield unit every 2 seconds (1 energy required)
    • Regeneration of 1 energy unit every 2 seconds (1 warp core required)
    • Immune to system blockades
    • Can scan the current sector and any adjacent field in the direction of flight before entry and assess its danger.
    • Depending on aggressiveness, the Artificia lowers its shields every two to four minutes and sets green alert. If sensing a threat or being on a higher level of aggressiveness (triggered by many hostiles in the sector, continued attacks, damage and so on) it will not perform the formerly explained actions.
  • Avatars were changed extensively. The strongly affected are weapons officers and defense tacticians. The slightly affected are reactor engineers, commanding officers and drone pilots. Furthermore, the maintenance engineer has been reactivated.
  • workarounds of docking and ingress system have now been replaced with properly functioning combat ticks. This solves docking, undocking, flying and flying out of proper combat ticks.
  • A fleet involved in a battle (regardless if attacker or defender) will from now on instantly raise a fleet wide alarm. For attackers and defenders this will result in the fighters/ships on board can not participate in the first battle tick, however, they can also not be damaged.
  • Because of the increasing hoarding decoding chips (item type 4021) this item was given a time limit of 1440 hours (2 months). Thereafter, this item self-destructs.
  • The normal price of avatars has been reduced from 100 Credits to 75

Bugfixes:

  • Cargo containers and avatar escape pods can no longer be held in a hangar. Additionally, it is not possible to dock wrecks.
  • Multiple small display and text errors have been corrected in the hangar.
  • Tractor beams can now, as intended, not be activated in hangars.
  • An error when joining some lines of code of the removal logic caused the denial of the dismantling of vessels with low construction costs. This has been fixed.
  • In the case that a ship is involved in a construction process and attempted to fly in in a hangar it is now given a more meaningful error message.
  • The sector indexing system was not updated correctly when in orbit and was changed back. ***Apparently, this was hardly noticed in the running game, but became visible through index optimizations.
  • The self-correction of sector-indexing and SRS update has been greatly improved, but might need a bit more performance again.
  • The Tick is further optimized, error in the Galaxy ticks were fixed.
  • planet shop will now reset when the reset of the planet as well.
  • Clearing the planet's surface items were ignored. This has been fixed.
  • Ships that participating in Light Speed Races no longer be able to research Deep space navigation to enter Voids.
  • Colonization function of planet temporarily failed completely. It works again now.
  • By optimizing the code inactive ticks were not properly set up. This was fixed.
  • The Christmas Calendar is now only available for characters with at least 3 months of game time.
  • An error in the ticks caused every active tractor beam to be deactivated during the ticks. This has been repaired.
  • Phase mutators now ACTUALLY work without a Workbee space station ;)
  • The escape protocol of all hangars now includes the deactivation of the shields.
  • When escaping or destroying ships in the hangar by destroying the carrier ship/base, logs are now created which are transmitted to all users involved.
  • One of the defense tactician's ability to raise the shields when fired at did not work properly. This has now been fixed.
  • Pilots used civil stations instead of combat stations to check the occupied stations. As a result, it was not correctly evaluated whether all combat stations are occupied or, if not, a combat station can still be accessed by accident.
  • A fatal bug in the Drone Pilot avatar caused the chance of blocking an attack/doubling attack damage to be the difference from 100. For example an avatar which was supposed to have a 28% chance of blocking an attack would have had a 72% chance of blocking an attack. This has now been corrected.

Software Changes

  • Many hundred lines of sector-indexing system has been revised to accelerate the startup, to improve performance and reduce memory requirements.
  • Orbit entering function has been merged with the normal movement function. Since target positions as Mapposition (x, y, orbit, map, instance) are specified, this is easily done.
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