Space Clouds

Weekly Dev Blog – 21st December



Jeff’s been working on the new skill tree content ensuring nothing goes wrong, for example the hull space issues the beta testers have been reporting about how Capital ships have been recieving too much hull space from the skill changes. This is now fixed!

He has also been working on the e-mailing side of Star Sonata so now hopefully more filtering will occur between the legit e-mails to the spam and old issues with the previous e-mailing system will be a thing of the past.


Finally Jey has found the one of the large memory leaks and started fix it. While he was fixing he found another issue with visual grouping not removing themselves correctly resulting in a slow increase of undeleted visual groupings which would slow down some computers. A fix has been applied to this issue.

The main memory leak is thruster related as some aren’t removed correctly but hopfully have this fixed by the weekend.


txFpeXHRyan is working on the new skill tree system making sure the interface is working correctly and fixing any issues the beta users are discovering.

In other developments bases and drones overall have recieved a semi-fix awhile ago that addresses the in-built energy charge mechanic and has effected some drones and bases in a big way that wasn’t expected, now the energy charge will be consistant after this next patch.


ObJz2JDPixel’s been looking at the warp 4 regarding how resistant they’re to mining and have recieved a decrease in resistance to mining from 98% to 75%. This should help lower levels to complete the Paxius Warp Navigation 4 mission chain. Another change related to this is now the item dropped from these AI will no longer be a blueprint but the decaying commod as now concourses no longer use the commod as a “Neural Keysyncs” to gain access to.

Pixel has also finally has a look at the “Chid Adiz Mardana Var” drones and removed their ability to have infinite energy charge. This has been related to the changes regarding to the in-built energy charge in drones and bases being fixed.

sad_chidThis has been reduced from 5,000/s to 45/s in-built energy charge, means that it’s about 30 seconds until the drone fully banks out using a high end Engineer setup.


Hober will be working on removing the class locks from class overloaders, turning them into powerful unstable versions. He will also be looking into Unstable Overloaders as a whole, adjusting their failure rate and other attributes so that they are more desireable to use.

controlbotsHober is also working on putting control bots into a balance sheet! This will mean some underused and underpowered combat control bots will be seeing buffs. Expect some exciting changes to existing combat control bots like the Olympus control bots, and some targeted nerfs to multifiring combat control bots sustainability.

As a team, we have decided that Fighters being added into the game with Wild Bots as they are right now would end up making Fleet Commanders unacceptably strong. Therefore we have decided to nerf the offensive capabilities of Wild Bots at a base level.

What will happen is that your Wild Bots will do less damage unless you pick the Advanced Class Subskill (which we will be adding as an option, it will most likely be Wild Man) that gives you their damage back. However, making this decision will prevent you from using Fighters. We may include an alternative for fighters, which would lock you out of Wild Bots in exchange for more powerful fighters.

Discuss in the Forum