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RC125 Release around the corner (semi-final changelog too) 
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Yay Pink! (it's badass)
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Post RC125 Release around the corner (semi-final changelog too)
Alright, RC125 will probably hit everyone's doorstep sometime this weekend. For now, here's the near-final changelog (subject to modifications):
-- Slight reduction to Capital Ship spinning, thanks to Forsaken's tips - I would have done a more aggressive "no-spin" fix, however this would cause Goto, Dock, and Formation functions to all exhibit "wag" issues. In addition, the steering became very unpredictable, and given the major role of steering rates in Capital Ship balancing, this was a problem. However, this less aggressive solution, combined with the Hook-side NPC push-away, makes piloting even the Sleeper Ship a little less irritating. Also, it is much harder for other players to spin your ship at all without getting killed.
-- Sniper Turrets once again have 360 degree coverage, but only rotate at 15 degrees/sec.
-- Missiles (especially high-class ones) now use much more energy to fire. Your ship's engine must now be taken into account - the Kusari engine is no longer the best missile engine.
-- Increased cloaking device warmup time to 15 seconds, up from 10.
-- Reverted the commodity prices to previous values.
-- Seeing as the Trade Lane Buoy WPs are so small (and hard to hit), their hitpoints have been decreased substantially. They are still a good object to retreat to, but pirating Trade Lanes is now at least possible.
-- Capital Ships no longer flee as early from a fight.
-- Due to TL Buoy WPs being somewhat easily killed now, they no longer drop any turrets on death. Find somewhere else to salvage WP turrets. =P
-- LRMs have been tweaked - they now have a 5000m range and half the fire rate, but have a much higher initial velocity and deal 2x as much damage. They essentially act much more like Torpeodes.
-- Replaced the whole mishmash of huge "MOUSE FLIGHT", "TURRET VIEW", "REAR VIEW", etc. text at the bottom of the screen with a small, unobtrusive "Mouse Flight" string when the mouse is active, to clean up the HUD a little.
-- Pulse, Plasma, Particle, and Neutron weapons have had their rate-of-fire decreased to balance them with other weapon types. This is the first time normal weapons have been majorly tweaked like this since version 1.24, so please comment.
-- New FLHook implemented, with various this-and-that features (refer to the FLHook Readme.txt in the EXE folder for more info).
-- Added multiplayer support of the singleplayer storyline event system, making it possible to write scripted storyline missions for multiplayer. However, due to a myriad of bugs associated with this, only very simple scripting is being used for now.
-- NPC player-targeting clamp and hostile spawn weighting are now both set to false, thanks to the above change. No more targeting priority nonsense - NPCs will now divide themselves up equally among the targets.
-- The "AI Bots Killed" stat now functions correctly. It also counts AI Wingmen killed now.
-- Maximum number of lines in chat history raised to 127, from 32.
-- Extra debris from ship explosions is now only thrown if the lighting/debris option is selected.
-- TL Buoy WPs are now permenantly disabled when killed. They lose all turrets, as well as some/all of the lights and directional flares. Active player pirates on a server can make a Trade Lane considerably less safe now.
-- Small optimization to system structure (got rid of 102 un-needed AI Bot paths per system, and rewrote the density control code for zones). May slightly improve system memory usage/load times.
-- Small AI tweaks to prevent fights from getting too spread apart; AI should try a little harder to concentrate fighting instead of breaking off into small duels 10km away from other ships.
-- Alaska has been rebuilt - it now acts as the central PvP hub linking to all the PvP/NPC Arenas, and can now be accessed from any house via purchasing that house's PvP Token. For example, if you have the Kusari PvP Token, you may only enter/exit Alaska via Kusari; Alaska can not be used for travel.
-- Fixed an issue with the AI Companion Bot - if multiple bots of the same name were selected for a squad, the squad would never appear.
-- Set Best Path now functions across systems, as it should (thanks FriendlyFire!). Alaska is excluded from this scheme, as it now acts as the central PvP hub and would give bad path info, since Alaska can not be used for travel.
-- AI Bots in the PvP Arenas should no longer attack the random WPs scattered about, and instead focus on other ships.
-- Rare ships have been cleaned up. They no longer require a special Power Supply, but the token used to retrieve the ship is now permenantly expended upon docking with the rare ship's base.
-- There are now reputation requirements for purchasing ships. All factions will require you to be at least friendly or higher to purchase their ships. Capital Ships will require a full 90% reputation. Notable exceptions are ships sold at abandoned bases (like the Stations sold at PSMC).
-- Reduction in debris thrown by the debris tosser, which should make the "explosion debris" option more stable.
-- Fixed up the solar object hitpoints - now all system-placed station hitpoints match up with corrosponding flown station hitpoints (solar objects did not get the 1.5x HP buff from a few RCs ago; other stations mysteriously had too much health)
-- System chat is now routed to universe chat, so that everyone does not have to be in the same group to talk to one-another.


There are still some things that need to be completed, such as "upgrades" to the Save Converter to support some of RC125's new stuff (like mission scripting), and a few extra-nitpicky things (I promise I won't go overboard this time ;P )

With that, I have to run my ass off to an exam, so I'll post some more details later.

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Fri Mar 27, 2009 10:42 am
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W00t! Nice changes; I like the actual usefulness of each listed change. Well thought out changes, without any fluff. Good stuff, keep it up!

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Fri Mar 27, 2009 12:21 pm
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looks great!!!

Quote:
-- Increased cloaking device warmup time to 15 seconds, up from 10.


sounds fair.

Quote:
-- Reverted the commodity prices to previous values.


??? when were they changed

Quote:
- Added multiplayer support of the singleplayer storyline event system, making it possible to write scripted storyline missions for multiplayer. However, due to a myriad of bugs associated with this, only very simple scripting is being used for now.


sounds interesting, never heard of something like this before.

Quote:
-- Maximum number of lines in chat history raised to 127, from 32.


FINALLY!!! if i knew this was possible i would have suggested it ages ago.

Quote:
-- Alaska has been rebuilt - it now acts as the central PvP hub linking to all the PvP/NPC Arenas, and can now be accessed from any house via purchasing that house's PvP Token. For example, if you have the Kusari PvP Token, you may only enter/exit Alaska via Kusari; Alaska can not be used for travel.


YESSSS!!!!!!! w00t

Quote:
-- System chat is now routed to universe chat, so that everyone does not have to be in the same group to talk to one-another.


this is great, now everyone can communicate and still be stealthy from one another. system chat was always generally useless anyway.

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Fri Mar 27, 2009 12:46 pm
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sona1111 wrote:
Quote:
- Added multiplayer support of the singleplayer storyline event system, making it possible to write scripted storyline missions for multiplayer. However, due to a myriad of bugs associated with this, only very simple scripting is being used for now.


sounds interesting, never heard of something like this before.


http://www.youtube.com/watch?v=UA0Oa3dSs9Y&fmt=18

sona1111 wrote:
interesting idea why...

By the way, I'm KillerJaguar

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Fri Mar 27, 2009 1:25 pm
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I think the battleships need more power VS stations... i can even take out West Point without repairing and the need more then 200 LRMs (!!!)
and can you crank up the turning time on the LRMs? they are really killing me

About the Nomad cloaking. 15 sec!? its LONG time if you are engaged... then at least lower the cooldown to 100sec


Fri Mar 27, 2009 2:52 pm
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Yay Pink! (it's badass)
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Please be aware that is not the final changelog. I'm going to be doing some work tonight regarding Nomad Buoys, LRM balance, and Xeno balance. I'll post further developments as they happen.

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Fri Mar 27, 2009 3:38 pm
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Today, this girl and I were chilling in my apartment and things got heated up and we started making out. One thing lead to another and the next thing I knew she was giving me head. I was getting ready to bust when she stopped, looked up into my eyes and said "Do you believe in Jesus?


In conclusion, I'll have lots of time for flak this weekend. Well timed.

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Fri Mar 27, 2009 4:13 pm
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whatever you are smoking Mr. Lowsound, give me some,

no, give me lots of it.


Fri Mar 27, 2009 10:48 pm
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Quick update:
The following changes have been added:
-- Reputation with pirates is no longer as quickly gained for picking on Xenos, and both the IMG and Zoners are now slightly empathetic towards their cause.
-- Xenos are now armed to deal with Capital Ship threats.


The following changes have been tweaked:
-- LRMs have been tweaked - they now have a 5000m range and half the fire rate, but have a much higher initial velocity and deal 2.25x as much damage (now having 1.25x DPS as Primary Turrets). They essentially act much more like Torpeodes.
Please note the 1.25x DPS (Damage Per Second) addition to the LRM change. Considering that LRMs are so easily shot down, it was logical to give them a higher DPS rating considering they now have a 5000m range. They still retain their Cruise Disrupting ability, as always.

The following changes have been removed:
-- Set Best Path now functions across systems, as it should (thanks FriendlyFire!). Alaska is excluded from this scheme, as it now acts as the central PvP hub and would give bad path info, since Alaska can not be used for travel.
-- There are now reputation requirements for purchasing ships. All factions will require you to be at least friendly or higher to purchase their ships. Capital Ships will require a full 90% reputation. Notable exceptions are ships sold at abandoned bases (like the Stations sold at PSMC).

The Set Best Path functionality across systems was once again causing crashes (Alaska has too many Jumpgates/Holes, and it's too late in development to split Alaska up among multiple systems), and it turns out rep requirements for ships, while thought fixed, were not (shipdealers always assume you do not have enough rep).

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Sat Mar 28, 2009 11:15 am
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Incredibly awesome
I won't miss 'Set Best Path' and I never used it for cross-system travel anyhow. Its not too difficult to plan out a route with waypoints in various systems if you wanted to do it that way. I guess I'm a 'fly by the seat of my pants' and live for the adventure of going off the beaten path.

Rep requirements for ships would seem feasible but I guess more work can be done on that. We'll load up our capital ships with neutral rep in the meantime! ^^

Also looking forward to how ass-kicking the Xenos can/will be...I want them to stomp the shit outta players and leave em wanting more...


Sat Mar 28, 2009 1:18 pm
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Dofod wrote:
whatever you are smoking Mr. Lowsound, give me some,

no, give me lots of it.



To do is to be - Descartes

To be is to do - Socrates

Do Be Do Be Do - Sinatra

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Sat Mar 28, 2009 9:41 pm
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Im starting to want some too buddy XD

(Ps off topic-to Fox I cant change my Avi, Its says im exeeding but im not,its smaller Size and the file size is smaller i wan tot put that http://i240.photobucket.com/albums/ff30 ... -1-1-1.jpg)

Back to Topic, YEA keep em Coming, Once tha tHit the shelfes ,let the fire works begin

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Sat Mar 28, 2009 10:29 pm
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Yay Pink! (it's badass)
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Bah, so much for "posting more details later tonight". I fail.

Sunday, we had a pretty sucessful test session with a final RC125 build - however, an issue with group invites (nearly all group invites fail, making it impossible to group unless you force group adds via admin commands) that came up halted the release, and I haven't have much time to toy with it since then. I did a little poking around last night and I think there may be a way around this, so I'll have to investigate a little further.

I guess my big question is this: currently, as it is, group invites only work when you first join the server. After you have grouped, you will have to leave the server entirely and rejoin to be able to be invited again (players will get a "Player is on mission and can not be invited to your group" message). Despite this bug, should RC125 still be released?

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Wed Apr 01, 2009 9:52 am
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assuming this is not an April Fool's joke, a reminder @ the console messaging system (like the one we have for "this is a pvp server" for last couple RCs) can be a temporary remedy. on the other hand, I wouldn't mind delaying the release for a more bug-free product. just my two cents fellow flak members, don't lynch me for suggesting a later release!


Wed Apr 01, 2009 12:04 pm
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im pretty sure its a Aprils fool joke

but yeah i dont care waiting a bit more

btw Fox could you make the AI a bit easier? they are really a pain in the (butt)


Wed Apr 01, 2009 12:25 pm
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