Space Clouds

Calypso Update 9.30.13

This weeks post details my last weeks work including some more details on Transdimensional Warp Devices, some bug fixing and a few changes for the upcoming class rebalance.

Once again it’s Monday! I’ve had a pretty busy week and there is quite a bit to talk about! First, I am sure most people are wondering how they’ll be able to get their hands on a Transwarp device. Players will be able to get their first Transwarp, a tech 0 device, in the Nexus. After that, every five equipment levels a new device will be available in Beta Antares for a modest fee. These devices will be available to everyone and will offer the following jump locations; The Nexus, Sol, Lyceum, Free Market, Kumari, Iq’ Bana, The Mausoleum and The End of the Universe. Keep in mind, you might not be able to access all of these locations from everywhere as devices have a limited number of jumps.

UrQa Ban'aquk

If you are in a team and your team decides to build their own Warp Beacons, those beacons will also be available as destinations for the entry level devices. These beacons can be placed in Wild Space and Celestial Garden. Blueprints for them will also be found in Beta Antares.

If you use the ticket system, you may have noticed that I am now handling some support tickets. We also have recruited someone to make sure the bug forums get better developer attention. As such I’ve been doing quite a bit of bug-fixing — I’d give you a list but it would make this blog unreasonably long! Expect to see me squashing more bugs going forward.

If you have been following the Dev Notes forum, you should know we are planning on a class rebalance. Since my main character in game is a Gunner, I’ve taken on the coding changes required for Gunner. Apart from some minor skill changes, the biggest project I’ve taken on so far are additions to missiles and launchers.

Missile ChangesIn order to help reduce the clicky-button spam that Gunners have to do in order to do reasonable damage in combat, we are changing missiles so they fire in salvos. These will be determined by the missile and better missiles will fire stronger salvos. There have also been some launcher changes. Apart from enabling launchers to fire the salvo of missiles, launchers will be able to give the missiles they fire augmenter stats. This will allow us to create some extremely interesting options when it comes to gearing up your Gunner. This change also allows us to give all missiles a bit of extra speed and thrust, something I’m sure everyone would agree they’re lacking.

So, that’s this week’s look at what I’ve been up to. Feel free to post comments or questions in the magically generated discussion post!

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