Space Clouds

Server Patch 08.27.2015

General Improvements and Fixes:
* Commified credit values in mission messages to the player
* Removed Transference Resistance from the base drones and given them all 100% Transference Efficiency
* Added in new superitems to all player obtainable Kalthi ships, Divine Behemoth, Merchant Navy Contriver, Harrier and UrQa’qa Qu’ishi Qa.
+ Tweaked universe generation settings so subspaces won’t be created to Perilous Perilous Space galaxies from Wild Space galaxies
* Removed erroneous newlines from fighter/missile error messages
* Fixed Super Intelligent’s Critical Hit Rate bonus being multiplicative instead of additive
* Replaced display of GG in slave status with item durabilities
* Improved mining slave error checking and reporting
* Fixed a wrong mission requirement cost in some Junkyard missions
* Fixed a mistake in a Player Progress Mission
* Fixed special galaxies in Earthforce Space not having the same blueprint restriction as other Earthforce Galaxies
* Given the Armada Ambrosia Drone the same treatment as the rest of the base healing drone series
* Given team exp tithe report in event chat a resolution of a thousandth of an XP
* Gave Attached Adonis, Argonaut, Ambrosia and Andaman Drones the same treatment as their non-attached versions
* Fixed an issue where f2p could not be attacked in wild space
* Fixed Auric Sector missions not being there.
+ Removed the level 200 limit from The Plantarium and instead gave it F2P only PvP
* Set the starting cash on Palace to 10m
+ Gave the Palace sticky and cost free versions of Hydroponics and MRE Factory
* Decayed item message cleanup
* The remove option in the trading bay now removes the item from the vending list (as does setting all the values in modify to 0)
+ changed the purple emperor’s favor reward from tourmaline traveler -> topaz traveler to topaz traveler -> tourmaline traveler.
* Fixed Eridium Transdim Extension Blueprint DG drop
* Removed profanity from War Chant of Ares+ Augmenter Blueprint
* Fixed a bug where you could equip drones to husks that aren’t ships
* Multiple missions and items spelling fixes
* Replaced the aura on the Vazi’a with a less powerful version
* Fixed an issue where Micro Vacuum Scoop was listed twice in the drop tables, where one instance should have been the Mini Vacuum Scoop, so I added that
* Individual wild slave balance. This only affects Green Battleship, Multifiring Bigger Green and Qokuji’qi. This does not affect the AI itself, but when captured as a wild slave they will have the following nerfs: Green Battleship has 50% lower resistances and 20% lower range. Multifiring Bigger Green have 50% lower resistances and 30% lower damage. Qokuji’qi have 20% lower resistances.
* Fixed a bug where items built by blueprints would get their values calculated incorrectly if the blueprint made multiples of them
* Made the Golden Warrior and Neon Warrior skins also apply to the Kalthi Armored Warrior and Kalthi Wrathful Warrior, and added the files for the Raging Warrior skin.
* Fixed Hullet Radar (II) mistake to get radar 5 in shadow
* Fixed typo with ‘Hellfire Remains’
* Made the Raging Warrior skin also apply to the Kalthi Armored Warrior and the Kalthi Wrathful Warrior.
* Squad Transwarp will no longer warp squadmates in escape pods.
* Base kits now have more starting space depending on their tech and rarity/price so that they can fit 1-2 matching extensions.
* Added clarification about how many outposts you can have
* Biogenic Plasma Conduit blueprint typo fix
* Fine Tuned blueprint decription typo fixes

Spawner Fixes:
* Added the ability for wild spawners to not be placed in owned or protected galaxies
* Made it so the AI Outposts won’t spawn in owned/protected galaxies
+ reduced copper 5 spawn time to match the rest of the levels.
+ doubled the voltage and ampage spawners in EF layer so people trying to do strontium have a few more ai to kill. The additional spawners will not be aggro so low level players won’t have trouble with the increased amount of ai. The experience and drops on the additional ai have been decreased.
* Fixed some spawners jumping out of galaxies when they were not supposed to (I’m looking at you Space Rat Broodmother!)
* Increased emp’s despawn time to match his respawn time (120hr, used to be 1hr)
* Set Cardinal Bellarmine’s respawn time to 1day (from 20 minutes) as he’s instanced
* Fixed High Prophet’s lockout
+ Converted protoplasmica gates from key syncs to gate lock system
+ Giant asteroid spawner generation fix
* Fixed an issue where UrQa’qa Qu’ishi was not randomized and bound to its layer

Temple of adum:
* changed the timezone on the secret temple of adum mission to match server time instead of gmt.
+ fixing sentinel boss spawners in trials of adum so that they will as intended unequip their weapons upon engage unless you do something wrong in the trial.

Subspace missions:
+ Removed incorrect second starting galaxy for BluePhoton and Lyceum intro missions.
* some tweaks to the mission text – adding in directions to instances, reminding players they’ll need a planet scanner, cleanup of text.
* fixed some mission start and ends that had been commented out due to autocomplete. Players can now abandon and then restart autostart missions. I also made the autostart missions dialogs popup in the EFI arm of subspace.
+ Subspace missions blue photon arm boss will now drop the mission commod even if the boss is one shotted.
+ higher level missile and fighter missions have been decoupled from the lower level missions. Players will now be able to start these missions without having completed the low level mission chain.
+ added subspace enforcer for the prize at the end of the EF I subspace missions

T21 Missions:
+ Roaming Hermes will no longer roam into perilous perilous space.
+ Adding The Pilot Farm galaxy in staff quarters for the t21 capture the pilot missions.
+ Added a key mission to the Arena chain of t21 missions. All missions in the chain will need to be opened in order to open the key mission to get into the pilot farm. They key mission will be in the same base as the rest of the arena missions.
+ added a custom wave dungeon for the guardian missions for t21 skills.
+ Electric Eel now has a custom DG in staff quarters.
+ T21 missions are no longer randomized. You can now do any one of them per day.
+ T21 dailies increased to 3 day lockout, but randomization removed.
+ moved the instance holes in staff quarters to make more sense.

* are things that will go in at the time of the patch
+ are things that require a new universe before they actually apply.

May 16th Universe Reset Server Patch Notes

+ Asteroid belt fix for the belts that are small and only contain one type of asteroid (asteroids were spawning in under 30 seconds, was supposed to be 5 hours, now is far less and more in line with what other belt spawners are).


* Emperor Tithe is now 10% of scooped credits, items sold to colonies, and items sold to AI stations.
* Fixed a bug where prospecting nodes in Perilous Space would be able to appear in the lowest danger factor of Perilous Perilous Space.
* Fixed a bug where vacuum scoops were not pulling in items due to the changes that did not let them act on items the owner could not scoop.
* Increased scoop autoshutdown from 30 sececonds to 2 minutes.
* Tweaked decay message to add details if its not the active ship.

Server/Client Patch 5.08.2015

This is a patch containing a lot of internal changes that were required for our steam integration to work, not all that much to say about it in patch notes until everything is actually turned on.

None the less, here are the notes.

* 14 new server crash found and fixed.
* 8 different client crashes tracked and fixed (around 3 crash left that i know off but was unable to pinpoint, keep those dmp flowing)
* A few minor client optimisations, especially when in a ship with a lot of different items.
* Achievements are now enabled, but cannot be rewarded unless you have a steam client (which are not available yet), When you get an achievement on regular client you receive a message in event and it will be awarded to you as soon as you connect using a steam client (no need to redo them)
* Added all the files needed for steam support on the server side.
* Added bonus XP for the first time capturing an AI with each different type of hull. Added /caps chat command to list how many and which unique hulls you have captured. At least for now, capping a new ship type is set to give a flat 500 XP.
* Made Ambushinmatrixes (Seer Radar Jammer items) not trigger if your weapnos’ damage is less than 0 (shield transferences)
+ Fixed a spawner bug in protoplasmica that caused spawns to only start dropping keysyncs on the second spawn.
+ Added experience tag to a lot of spawners under 120 in low/mid level galaxies so the spawned ai will provide experience.
* Removed augs from ares warriors and replaced them with an OL
* Made it so that vacuum scoops will not effect items that the owner is not allowed to scoop
* Vacuum scoops will now shut themselves off after 30s
* Improved the speed on sp related transactions (the delay should be a lot shorter now)
* Made energybanks report their energy per second rather than energy per generation interval (1.2s)
+ Fixed particle emitters. Player/ ai Holo projectors as well as particle emitters in effected galaxies have been fixed.
* Fixed a display error for skill point debt/credit
* Item factories no longer work on abandoned bases
* Small changes to the roaming UrQa’qa Qu’ishi boss
* Added a new functionality to prevent specific items (ai only items) from being used by players.
* Fixed an issue where Lunarian and Selenite Ray and Beam had their stats swapped around
* Added fires to several heat damage weapons from Perilous Perilous Space
* Small improvements to Lunarian Bank and Selenite Bank
* Improved the Hybridized Paximinus to make it in line with the Paximinus stats

Server Patch 3.18.2015

Server Patch 3.18.2015
Lots of bug fixes here today!

* Fixed a bug with /mc where certain shops would not show up in the list even though they had the best price
* Fixed a server crash
* Small adjustments to Ultimte Art of Healing Augmenter and Ultimate Art of Commanding Augmenter
* Fixed an issue where the Factories in Kalthi Stronghold didn’t use the right commodities
* Fixed a typing error that resulted in a malfunctioning endmission in Strontium-90
* Fixed some typing errors in inline replacement variables used in some missions (such as $startstation)
* Fixed an issue with Primal Leopard Scratch Blueprint requiring a Leopard Will
* Removed the last bits of the monthly event

Server Patch 2.27.2015

Server Patch 2.27.2015

* Prep for monthly event (blog post coming soon)
* Players can now construct up to 10k items at once, but the discount maxes out at the same percent as 1k items. This will potentially be lifted even higher in the future.
* Owning an HQ gal will now give a team 200 team xp per day
* Made is so that missions that reset themselves on completion (repeatable missions) will automatically correct themselves if they are marked as completed due to previously incorrect xml. This should fix most instances of missions being bugged for specific players.

Server Patch 2.17.2015

Server Patch 2.17.2015

* Server changes to allow webchat to work again!
* Fixed an issue with Perilous Perilous Space AI tossing their missiles and fighters
* New spawner values for Perilous Perilous Space roaming AI
* Slightly rebalanced all Perilous Perilous Space AI to make up for the reduction in amount of AI and swarming
* Fixed an issue where T9 Junkyard kits came with T12 extensors
* Tweaked the drop tables for Perilous Perilous Space slightly, mainly increased the chance of getting build commodities and items as drops, and lowered the chance of getting blueprints
* Added some new items to the drop tables for Perilous Perilous Space dungeons

Beta client version 286.111

beta 286.135
* tweaked the onscreen fps display to be smaller and less flickery. Should be a lot less annoying to the eye now.

–Since the micropatch was pretty minor, ill just slip that here–

* fix for the bases not updating their energy/shield properly when docked and the value change
* few tweaks to the perilous perilous ais to improve the balance

this is a minor performance and quality of life update.
* when you maximize the window it nows go in what could be considered equivalent to the “show taskbar” option in c1 (no titlebar but taskbar is visible if on that monitor). Except theres a restore button in the top right. This was done for 2 reasons, 1. it gives you more space on the screen for the game, 2. it fix an issue some graphic card have when you maximize a d3d9 window on a secondary monitor.
* 3 different client crashes were fixed.

- Currently cause issue with mouse related actions when maximized. (fixed in the new beta version)

to try out / use just install it from http://www.starsonata.com/dl/StarSonata_2_beta.exe

Server/Client Patch 1.31.2015

This is the pre reset patch. The uni reset will occur at 1PM server time (EST) (see the website frontpage for current server time)

+ Core Skill Training Revamp: We’ve added new locations to train core skills, and revamped some of the costs and requirements for the existing ones. This should make it less monotonous to train, and give more variety. We’ve also limited training to 3 in Sol, so any skill level above 3 will be trained outside Sol. The skill training that required items that could be extremely hard to obtain, were given other ways to train the skill that is always available. In addition to this, we have also updated the Lyceum Books that explains Core Skill Training to include the new locations and requirements. The missions in Sol that are related to core skills were also updated, so they work with the new locations.
+ Perilous Perilous space (see previous blog post)
* Fixed the issue with Timotheus the Red’s script
* Removed some cloaks from some low level AI that really didn’t need them
* Fixed the bug where slaves could not enter Paksapata Ekam, Dve and Tra
* Added global shouts to King Midas, Gurujana Ekam and Timotheus the Red
* Decreased the duration of vulnerability effect from unequipping a Capital Traveling Field to 10 seconds, which also decreased the warm-up time to 10 seconds
* Reduced the invulnerability aura on Uparaksana from 100% resisance to damage to 50% resistance to damage and 50% damage. This will trigger when there are other alien in the galaxy
* Increased the damage and shield on Uparaksana and similar invasion Outposts, the Uparaksana in the Sas region saw the biggest increase in damage
* Removed the Neurobound tag on Aveksaka Rift Generator
* Fixed an issue with the new T21/22 tractor blueprints not being in the right droptable
* Fixed Aveksaka in Perilous Space. They do not use grem anymore, and can not be healed by any damage types. They are also capturable as wild slaves.
* Added a new tweak and holoprojector to Ancalagon’s drop table
* Added a bunch of new tutorial events specifically for the pirate side of the Nexus if the player is not figuring out early missions
* Removed a duplicate mission on the pirate side
* Combat slaves will only start a new attack if either their master is in the same galaxy, or else they are in a galaxy owned by their team
* Removed the parasite from Stingray Laser and replaced it with -25% range and speed tweaks on the weapon itself to prevent it being too powerful
* Fix for the uni map loading speed
* Fixed a bug with tractors where they could be activated despite the target being disrupted.
* new code to help catch and fix client freezes. If your client freeze, wait about 10 seconds and a window should popup about a deadlock being detected. It will generate a starsonata.dmp same as if you crash. Send me that to dmpfile@starsonata.com and hopefully we can fix them all
* one rare occurence (less rare when multiclienting) of a freeze was fixed on the client

Server Patch 1.13.2015

Server Patch 1.13.2015

* Fixed most advanced class subskills effecting bases and other things they shouldn’t have.
* AI Drones will no longer count towards the temp drone limit
* Galaxies at risk of being cut off will now send a message to team chat.
* Drones that have no owner and are both destroyed and irradiated will be automatically deleted (this is normally impossible, and should delete the remaining bugged Electric Eel drones) Oops, looks like we were overly cautious here (automatic deletion is scary) and not all the bugged drones were deleted, we’ll get the rest in a future patch.
* Fixed a bug where you could not invite someone to the squad in instances with the default limit of 10
* BvB off outposts is now fixed.
* The bug where outpost drones would go unowned shortly after owning a gal is now fixed.

Server/client Patch 12.24.2014

Server/client Patch 12.24.2014

+ Added Warp Beacons to Staff Quarters and Temple Grounds
+ Removed Common items from the base Friedman in Free Market
* Fixed the issue with DPE on Molten Chain
* Made 5 new T21-T22 tractors
* Added in another mission chain for tweaks to Junkyard
* Added Blueprints for new T21 and T22 tractors
* Added 18 new Neurotweaks
* Don’t automatically complete a mission if the user is in a pod
* Changed it so that you can always attack enemy bvb kits in gals your team owns, even if your HQ is dead.
* Removed Astral Travel from various space stations
* Field Generator items now have to “warm up” after you equip them for an amount of time equal to the length of the longest aura that they bestow. For most, this is about 1 second. This is to prevent people from rapidly cycling through a bunch of different field generators in order to get the effect of multiple ones at the same time.
* Changed rules for deploying drones so that they no longer get block
* Multiple crash fixes and performances improvements both server and client

And offcourse, this patch also include the new xmas letters and some other xmas related things