Space Clouds

Developer Blog – 5th December

Hi everyone, here’s a small update on what we have done lately. As always, some of these changes may be finished but awaiting patch, so just ask if you aren’t sure if they’re live.

NCC

Two weeks ago, I spent my Friday working on the Glaucopennia and Phoenix rebalance they are currently on test however you will require this client to access it.  Just unzip it into your SS folder and run the client. If you need any assistance testing this new ship please send any issue requests to NCCIntrepid on discord. I also updated the Zeus Antu to properly use siege mode. Lastly, I removed the grem off of Platform drones for next patch. This week I have been providing some dps testing on drones for Ingendum.  The image below details the new stats of the Glaucopennia and Phoenix.  Here are links for the build cost and stats on the inbuilt tweak.

ncc1

SunDog60

The new Recycled Armada Augmenters mission in Serengeti Blockade will be replaced by a new set of five missions. They work similar to the mission they replace, however you can choose which Spirit blueprint you will get in exchange for 4 blueprints. The original “Armada Augmenters” mission will remain as the way to obtain Spirit augmenters for Zaphragi Research Diplomas, but the newer mission that gives one random Spirit BP in exchange for four will be removed.

enkelin (me!)

I am working on a document that details the plans the dev team has drawn up to revamp the way galaxy assault is carried out. Our plan is to release this information to the players as soon as possible so that we can workshop any issues, and then get things implemented and on the test server well in advance of the next universe reset.

Developer Blog – 28th November

Hi everyone, here’s a small update on what we have done lately. As always, some of these changes may be finished but awaiting patch, so just ask if you aren’t sure if they’re live.

Ingendum

As mentioned in #devposts on the official Discord server, the location of UrQa’qa Qu’ishi (Bana King) has now been revealed: DG Djane 0.17C. The dev team chose to reveal its location for two reasons. Firstly, there were initially 15 (!) Bana Kings distributed across Kalthi Depths DGs; while we have now removed 14 of them, we don’t want to penalize the many players who had found one of those that were removed. The other reason is that we have officially decided to create a custom zone that will house this uber, starting next uni. Since his location will no longer be a mystery, we feel that we may as well reveal it for this uni as well. Enjoy!

ClxS

Fixed what was wrong with the system of attaching bases to planets. You can now easily fit 7 Adamantium kits around a fairly small 7-slot planet:

7slot

Faranight

The Aether Escape super item on the Aether Scout will be changed to its intended behavior (+150 speed, not +3000 speed). A new exploration-focused ship will be added as a mission reward in Paxius for low level players who had been using the Aether Scout for its mobility.

Developer Blog Nov 14

Hi everyone, the dev team hopes everyone has had an enjoyable start to the new universe.  Here’s an update on what we have done lately. As always, some of these changes may be finished but awaiting patch, so just ask if you aren’t sure if they’re live.

NCCIntrepid

Emperor Shaddam will now properly drop a Combined Aspect Tablet and his usual Emperor item drop each time you kill him next patch. You can turn in the Combined Aspects for Honorary Diplomas and Zaphragi Research Diplomas in the Serengeti Blockade. I have also finished removing all of the lore skills from the lore skill items for next patch. Enjoy being able to equip a GVMO and a KMW (why you would, I have no idea).

ClxS

Fixed Junkyard turn-in missions not using the selected item.  Sorting numerical fields actually sorts numerically now (beta client only but will move to live soon).  “Transfer some…” option now available when removing items from the TSL.  Also identified the bug with item teleporters and Jey has fixed it.  This week, I will be looking into creating a “pin item” option for gear so that it won’t be transferred out of your inventory unintentionally. This will be helpful to players who carry a lot of unequipped items around such as tractor beams, extra drones, and missiles.

SunDog60

I was requested to create two new token missions for Ancalagon the Black, and UrQa’qa Qu’ishi (Bana King). The token missions appear in Iq’ Bana and Paxian Stronghold respectively, for the bosses. I also added a breadcrumb mission for the Ancalagon the Black mission as it is out of the way of Dragon’s Lair, which appears in Earthforce Frontier Station in Sol.

Both missions revolve around the UrQa race, from their efforts to destroy other races to the technology they use. Ur qok iq’ Oj’KurniQa jij’azu?

Perpetual Motion is now offering Programming to 40 at a cost of 5 Dark Cells per. If F2P players have Programming 10 let’s say (I think around the natural random cap is 16), they would need 150 Dark Cells to train up 30 levels of Programming. This should hopefully increase the traffic in Infernal Darkness, as well as help lead F2P’s to attempt that content, or at least fly around in it and potentially find an interest in trying on the bosses.

 

Developer Blog Oct 18

Hello!  Here’s this week’s installment of the developer blog.

01_administratorabe_fullRes

Enkelin

The team skill Warmongering has had its cost reduced to 1 skill point per level. This should help new teams who are strapped for skill points.  We are also creating missions to allow you to turn in excess Spirit and “Hoberian” augmenter blueprints for another chance at the one you want.

NCCIntrepid

Suggested and completed a change to allow the turn in of 10 Combined Aspect Tablets for 2 Honorary Diplomas and a Zaphragi Research Diploma similar to the Primal Ship Remains. Combined Augmenter tablets have also been split off from the themed Emperor loot. Once this change is patched in, you will be guaranteed to receive an Emperor item on every kill of the boss.

Blue Dwarf

A conversation about fueled energies have lead us to deciding how they operate to change slightly. In the future fueled energies will not consume fuel if your energy bank is at it’s maximum capacity. If your energy is max and your fuel burns out, you’ll drop to 25% of your regen just like when you don’t have fuel. A fuel will be consumed when your bank dips. This change does not affect energy banks that produce waste. In other news, Seer is getting a new weapon in the Underminer series. The new weapon, Seer’s Sideminer, will be available from the Seer’s Conclave soon for those with the Weaponry skill to use it (22). Lastly, Sniper Analysis charge time has been dropped to 2 minutes from 5.  This change will hopefully streamline some of the more tedious boss fights.

Hober Mallow

Mastodon-themed augmenters have been added to appropriate areas of the Serengeti dungeon.  There is a new Aspect augmenter, Combined Aspect augmenter, and Spirit (base-only) augmenter.

mastodon

Developer Blog October 5

Ring Station

Hello!  Here’s this week’s installment of the developer blog.

Enkelin

Players have alerted the dev team that the “Bana King” uber has been difficult to find this universe.  I inquired and learned that he is guaranteed to spawn in DF 480 or higher of Kalthi Depths. This isn’t a whole lot of help since there are very many DGs in that range, but hopefully anyone who is looking for him will now at least know where he may be found.  Going forward, we are considering shrinking the size of Kalthi Depths. There was some initial confusion over how to interpret the XML data, but I can now confirm that he is in DF 450 this universe. Going forward, he will be placed in a custom dungeon so we don’t need to deal with this issue. Going forward, he will continue to be placed in a random Kalthi Depths dungeon but the total number of Kalthi Depths galaxies will be reduced by about half.

NCCIntrepid

I have gone through and increased weapon slots on certain ships so that they are usable by Berserker. This change only applies to ships that had very few weapon slots, and especially those like Reaver that come with a weapon equipped. I also changed the unstable overloaders that are obtainable from AI bases: they now have the “can’t unequip” tag which means they also become size 0 when equipped.  You will be able to carry a good stack of them now, making them a little easier to use.

Urza

I reduced the costs of mission-reward fighter generators.

Blue Dwarf

I noticed some discrepancies in how the Lagrange Control and Resist skills work. I will publish some fixes and clarifications soon!

Hober Mallow

The Gunner proposal I posted on the forum has been accepted, it will be quite some time before we end up doing this though. I’m changing the +33% Electric Tempering aug mod on Multifiring Combat Control Bots to 20%, this should make those bots more useful to Fleet Commanders. I still have not finished with Tractor Beam balance, but I plan on doing some work in creating a Hull Expansion balance sheet so that Hull Expanders are more impactful. This will probably result in pretty radical changes to a lot of hull expanders, but overall it should be a net positive thing. Look for some commentary on both of these things in the future.

In other news, I’m also working on some proposals for Adv. Class Subskills. I want to have them done so they are easier to tackle when we finally address class balancing, so look forward to me sharing some of my rough ideas in a forum topic sometime soon as well.

Developer Blog and Monthly Event

Hello!  Here’s this week’s installment of the developer blog. Unless otherwise indicated, these changes are all awaiting patch and not yet live.  Also, we will be running a Bindomite-themed monthly event this weekend. The much-discussed revamp to the item modification system has unfortunately been put on hold due to an unanticipated drop in code dev time, so feel free to go wild with the extra Bindomite!

siege01_side

Blue Dwarf

The spawner timer on Speedy Gonzales has been reduced to 5 minutes, but the zone is still not instanced.

NCCIntrepid

I have changed the Carcass Missile on the Vulture to be ship-bound and 0 size while not being neurobound. This will allow you to transfer Vulture bots more easily. The JAC Drop rates have been increased in the Jungle, and Lore skills are no longer required for any of the Ancient Ruin Gear.

SunDog60

Prawn Pieces will now drop as a single uniform commodity, rather than a series of A to H of pieces. Any blueprints that required Prawn Pieces will now require this new Prawn Piece. Old A-H pieces will be renamed into the new commodity as well. This should help ease the difficulty in building the Prawn (which requires 80 pieces).

Urza

Removed most class locked items from the dg drops, and moved them to the respective ai stations in lyceums.  Most of these bps/items have had there build times and max workforces adjusted to be at most 5-6 hours. A few have had there costs changed to remove Dementium costs.  T20 ship dg ubers will drop their ship commods and bps 100% of the time. Also all t20 non Serengeti ships will take a max of 5.5 hours. Reduced size of inertial dampening blueprints (they used to be up to 8000 and can only be obtained in Lunacy). Buffed the drop rate of Love Cylinders from 0.5% to 2.5%. Pax Astronomica+ can now be upgraded to Hybridized Astronomica.

Hober Mallow

There is still work being done on Tractor Beams, we’ve hit some snags along the way but I’m confident we’ll have a balance sheet done within the next few weeks. In light of some conversation with end game and lower level Gunners, I’ll be writing up a forum post in General Discussion regarding Gunner class bonuses and a proposal I have in regards to the Deathblossom. Look out for that in the upcoming week.

Weekly Dev Blog – 5th September

Ring Station

Hello everyone! Here’s what we’ve been working on lately.

Enkelin

Since Spirit of the Lion Blueprints are demanded at a much higher rate than any of the other Spirit blueprints, the other three variants end up accumulating in storage. We approved a suggestion to allow players to turn in any four Spirit blueprints for one Spirit blueprint of choice.

We have created new forum and Discord roles for our Press Corps. Track them down with any questions you have about the development process!

NCCIntrepid

Last week I spent some time on my massive list of improved QoL stuff. So far ready for patch is I have improved the drop rates for Jungle zones on JACs; now you will be guaranteed a JAC per boss kill with a special chance for another to drop from Baloo beyond the normal drop rates. I have also updated Kalthi Ships to be swappable. What this means is if you have your augmetners on your Berserker and decide you want a KAW instead of a KWW, you no longer need to aug reset or go buy another ship form from Paxian Stronghold. You can simply build your KAW Upgrade and equip it to you KWW instantly becoming a KAW. This will apply to all Armored and Wrathful Kalthi ship types as soon as patch hits. Lastly, I have updated the Fembot Factory and Blueprint to be T16 to ease the ability to get to Station management to actually possible without purchasing Fembots themselves.

I have a few other projects in progress as well. We finally have a resolution to the Cloning Vats: I will be adding a mission to simply get the fighter generators in the future. I will also be resolving the Hermes one hit issues. I will be working to make a low level travel ship given to you by the Paxian Ships. I will also add some new dailies and weekly missions to the Serengeti and Jungle Zones to acquire some Honorary Mentions and Diplomas.

Hober

I have further tweaked the Phoenix and Glaucopennia. Updated stats are on the test server and ready for players to test some more. I’m currently under the impression that they are a bit underpowered according to their cost, but that may be OK. I’m considering reducing their cost and rarity instead of increasing their power.

The second round of engine adjustments are now available for testing on the test server. Thrust has been increased on all Engines by 100%, while Turning has been increased by 33%. These changes are meant to mitigate the necessity of constantly using Ace in a Pill tweaks to maintain a reasonable level of maneuverability. This may mean that players who were already pretty maneuverable can now use a smaller/weaker engine, or they can instead opt to use heavier gear.

I’m working with enkelin on creating some balance standards and formulas for Tractor Beams. Right now they’re in a very weird place, with a lot of their stats decided on arbitrarily. We hope to create a much more reasonable power differential between tech levels and types of tractor beams.

Pixel Blog 08-09-2017

Ring Station

pixel_blog_small

Welcome to another Pixel blog where I, Pixel, will be going over what has been done over this past week.

Hober Mallow

Tentative Tractor Beam Changes

Additionally their’s been a topic made about suggesting changes to current tractor beam mechanics. Click here to find out more…

Pixel

Battle Sphere – Super Laser

Finally witness the fully operational Battle Sphere! Yes, the Battle Sphere is currently being worked on to add a super laser that will be able to cut through almost everything.
Here’s a mock demostration of the current progress on the superitem visual, this is probably going to change at the final result, as discovered some issues occur with this current animation after multiple uses.

battle_sphere_firing_5

User Interface Improvements

In other news higher resolution background textures for all dialogs in the games user interface, this will reduce artifacting that the previous version used to produce.

description_compare

Ring Station

As you’ve probably noticed via this blog’s background image, ring stations! This is currently in concept stage but most of the visual work is done. Here’s some image content produced so far:

ring_station

ring_station_upgrades

  • Ring Frame (deployed)
  • Ring Facilities (building/resource focus)
  • Ring Habitat Supports (colo resource focus)
  • Bio-ring (colo focus)
  • Ring Enhancers (galaxy effects focus)

Changes to Permanent Drones

blog_changes

Hello everyone. We’d like to announce some changes to permanent drones that will take effect tomorrow on Universe Reset.  The upshot is that healer permanent drones have had their HPS output nerfed by about 50%, down to around 23,000 for endgame variants.  For exact numbers, please consult the spreadsheet linked below (which also gives some helpful augmentation suggestions).  We have undertaken this nerf as part of a larger repositioning of permanent drones as anti-player emplacements, as opposed to general-purpose defense assets that often rival bases in defense utility.  For this reason, we are trying to balance drone healing power to around the level that a player ship can achieve.  Since endgame drones were healing in the 40-60k range, a nerf of roughly 50% was required.

Spreadsheet of Changes

There’s one other change to permanent drone mechanics that was decided on ages ago but never got coded until now. When we revamped Augmenter Tweaking, we buffed all non-base augmenters by a factor of two to compensate. Accordingly, we decided to stop allowing non-base augmenters to be inserted into permanent drones via Astral Injection, but the code for this has only just been prepared for patch.  We do regret giving you all such late notice on this change. If you were planning to use non-base augmenters on your drones and have been thrown off by this, we would be happy to do an exchange at no cost to you. Just submit a ticket within the first two weeks of the universe and specify which non-base augmenters you would like to have exchanged for base augmenters (tech 10 and lower).

Weekly Dev Blog – 19th July

Space Clouds

blog_packing2

Greetings!  We are excited to announce a new role on the Star Sonata development team.  This role is being introduced to address two separate goals:

  1. We would like to make the dev team’s work more transparent to the community.
  2. We would like to attract skilled and dedicated community members to the dev team.

01_administratorabe_fullRes

As a member of the Star Sonata Press Corps, you will receive read/listen-only access to weekly dev meetings.  At these meetings, you will have the opportunity to ask questions, much like the public comment period at a local governmental meeting.  In exchange for this access, we would like Press Corps members to report to the rest of the community on what the dev team has been discussing and working on.  You’ll receive a forum designation to reflect your status as a Press Corps member, but you are also welcome to use other avenues to report to the community. Joining the Press Corps is also a great way to get acquainted with the team in case you’re interested in becoming a developer in the future.  Everyone is welcome to apply, even if you have previously applied to join the dev team.  Just send an email to jeff@starsonata.com indicating your interest and he’ll take it from there.

Universe Reset July 22nd 2017

In recent events, Hober Mallow has learned how to buff stuff. With this revelation he has buffed the strength of the Aveksaka exponentially to increase the difficulty of Subspace. The Aveksaka are now destroying the Terran universe quicker than ever before – Lyceum scientists predict our universe will end on the 22nd of July, 13:00 EDT (18:00 BST, 03:00 AET). This is only days away now, remember to pack your bases and permanent drones before they are deleted! All characters, ships, bots, and skills will be unaffected by the reset. Fortunately, the newfound power of the Aveksaka will be lost in the collapse of our universe.

SunDog60

I’ve been working on Arctia the past few days, fixing any issues with it mainly. The Arctia AI will now spawn around each room, not on top of every wormhole as they do currently. They will also spawn in a flurry of snowflakes, this should help alleviate the strangeness of seeing a random shard of ice appearing next to you. Lady Aurora will now drop a rare holoprojector similar to Lord Borean (these changes aren’t in yet at the time of posting this blog!).

Next patch, there will be a temporary mission in The Junkyard to delete those pesky Prefab Fighters from your ship until we can get an improved solution to them.

Bobbo

Bobbo has been working on fixing problems and in general improving the Seer Nanite Infusion Devices. If you have had issues with this and would like to help speed up the fixing process, the current fixes are available on test for you to experiment with!

NCCIntrepid

NCC has converted the built-in Lion Maul tweak generator on the Lion and the built-in Sniper Re-Router tweak generator into tweak devices. This will allow bots to use them as well as modernizing the ship inbuilts to be closer to what is now found on ships today, such as the Paxian Grand Reinforcement on the high tech Paxian ships. We are aware of the lack of information on the super item tooltips and we will be looking into fixing that soon.

tweaks

Pixel

Pixel has been very busy yet again adding wounderful background changes to galaxys and other things.

End of the Universe

end_of_the_universe_thumbnail

Temple Grounds

temple_grounds_thumbnail

Shadow

unknown (1)

unknown (2)

Reaver Skins

angry_grim

R0Zqzff

Base Radiation Field Generators

Changes to base radiation field items, that will affect enemy ships resistances as they get closer to your bases.

qYFKa73