Space Clouds

Calypso Update 8.25.14

This week’s update will discuss a few new features and updates that will be coming to the game in the near future! Keep reading to find out more!

neurobound_debris

Since I didn’t have a large project to work on this week (the base rebalance change have been mostly completed), I instead worked on a few smaller projects that have been recently requested as well as some bug fixing.

The first of my small projects for the week was to add in a way for people who have used a Rovert on their base to know they’ve done that. Currently the only way to check if you’d upgraded your construction bay was to try to upgrade it again — something that could waste a lot of commodities since you’d be building extra Rovert Upgrades. My solution was to add a line of text to the construction bay dialog to tell players exactly how much of a bonus they are getting to the bay. I’ve also reduced the alpha a bit on the background image of the construction dialog to increase readability of the text on that tab.

construction_bay

Secondly, I made another small change to the Ship Statistic window. I’ve added a checkbox to toggle showing critical hit information on the weapon stats table. Clicking this checkbox will do three things. First, it will update the damage column to reflect how much your weapon would critical hit for. Secondly, it will update the DPE column to show the damage-per-energy your critical hits do. Finally, it will update the DPS column to show the expected change in your average damage-per-second based on critical hit percentage and strength. This DPS change isn’t going to be 100% accurate considering critical hits are randomly determined, but it should give you a fairly good approximation. I know there are currently suggestions to add hostility, sniper analysis and other unique damage modifiers to the window and I have been thinking about a ways to integrate them but I don’t have any good solutions yet.

ship_dialog14

Finally I’ve worked on a fairly useful change to debris visages! I’ve modified the attached effect system used for Holoprojectors slightly — so we can attach effects to other types of objects, not just space ships. This in turn allows us to attache additional effects to things like debris, something we will be doing for debris containing neurobound items. This will give players a visual indication that the item they are about to scoop is bound so they can better decide who is going to be the one scooping it!

That’s it for this week’s update, I’ll be back again next week with another update on what I’ve been up to! Until then, feel free to post questions, comments and suggestions in the forums.

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