Space Clouds

Weekly Dev Blog – 31st August

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Universe Reset

Quick reminder to everyone, the universe will implode on the 17th of September, be sure to pack your userbases, temporary and permanent drones! Characters, skills and ships will all be transferred over. Industrial commodities and platform/defender drones will be deleted at the reset, remember to sell your industrial commodities before then!

Bobbo

Most of you are probably now aware we’ve decided to make some changes to how Wild Space is laid out. We’ve changed the shape to a circle, with the high danger factor galaxies in the middle. We’ve also dropped the galaxy count for Wild Space to 375 (from 600) and adjusted the quantity of AI stations appropriately. I’ve done some extra adjustments so that the minimum number of planets you get is proportional to the danger factor, maxing out at 6 planets.

Yclepticon

There will be a new station item available for construction, the base amplification device! It will cost around 20 billion credits and takes 7 days to activate once built. Once active it will give your team +5 BvB base slots to all connecting star systems.

Jeff

Jeff’s been working on finishing up the new class skills.

Ryan

Ryan’s working on the coding for the new class UI and has added the decay on reset tag, defenders, platforms and IC’s will now properly decay upon universe reset.

Pixel

Pixel’s added in a new Twisted player ship, the Twisted Vanguard. It is a stealth and range based heavy fighter for snipers. Stats are a work in progress and may be changed.

Jey

New patch is coming along nicely, current estimate is by the end of next week. Livetest notes will be available once they are complete.

On the beta client side, I am still trying to pinpoint the issue with the light flashing on low graphics.

Once that’s done, I have some major improvement ideas to rework the lagkiller since the current version is far from ideal. Thanks to the new c++ version, we get access to a more reliable and threadsafe high precision clock, on cpu where the precision is high enough, the lagkiller will allocate a % of frame to specific section and only reduce the parts actually causing lags instead of the current approach that lower everything until the fps is back up. Assuming it works as intended, it should mean that the lagkiller would be a lot less visible and react much faster than currently.

Hober Mallow

Reworked Class Super items! Their descriptions and names may not exactly say what they do, this is something that will come once everything has been nailed and set in stone. The Aveksaka dailies and weeklies should now work like the Olympus Dailies, and I added some cool new rewards that you’ll have to turn in Allied Commendations for. There are also monthly missions to do, so there should be plenty for players to explore. And, probably the biggest thing, is that the Tech 22 skills no longer require a boss kill in order for you to acquire the skill! Rejoice all those who have forgotten to pick the mission up before killing the boss, or those who were getting the skills via daily missions!

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