Space Clouds

Calypso Update 12.23.13

This week’s update is going to focus on some bug fixes and changes made to various weapons, as well as a new addition to the weapon effects system! Keep reading to find out more.

deep_space_vista

A while ago I worked on a fairly big addition to the weapons system called the ‘Weapon Effects’ system. Since I’ve never written a blog on this before, I’ll explain it a little. The weapon effects system allows us to attach various effects to any of our weapons that are triggered on various conditions. A few examples of weapon effects are Laser Splash, Warhead Splash or Projectile Ricochet and we can specify if the effect should fire on hit, miss, near miss, etc. When I added the system Chain Lasers were also moved into the new system.

Unfortunately, Chain Laser has never worked exactly the same as it did before the migration to the new system. It’s either bounced the wrong direction, bounced off into nothing, only bounced once or not even bounced at all. I’ve spent a large chunk of time this past week debugging the chain weapon effect and have gotten it into a much better state. I think it’s safe to say that when I get this fix patched live Chain Lasers will be a lot more usable and should once again work the way everyone expect them to!

The big reason for taking this time to look at the Chain Laser code was preparation for a new weapon effect that shares some of the functionality of a Chain Laser. This new effect is called the Chain Projectile (or Mutalisk Bullet, but we can’t actually call it that). It will be similar to a Chain Laser in that it bounces between targets but it will also have the advantages of a projectile such as tracking and knockback. Expect to see it used in one of the new Class Superitems that we’ve been working hard on for the rebalance!

chain_laser

Finally, I’ve made a few more additions to warheads and the warhead effect for the upcoming class rebalance. The most notable of these is the addition of support for parasite injection to warheads and warhead effects. Going forward we will be able to do some extremely interesting missiles utilizing this support. For example, this past week I made a powerful fire parasite for warheads and added it to the new Incendiary Missiles as well as Lancer Missiles. We are also planning on changing missiles like Entanglement missiles to inject a heavy sludge instead of doing agility reducing tweaks.

That’s it for this week’s update and this one will be the last of the year. I’ll be taking some time off for the Christmas holiday so I won’t have anything to report next week. As always feel free to post comments, questions and suggestions in the forum post. I hope everyone enjoys the holiday season and I will be back in 2014!

Christmas 2013

So here we are boys and girls, robots and exotic genderless lifeforms, computers and mechs. Christmas, a time to be joyful and eat lots of food. Candy Canes to find and Spiked Egg Nog to drink and more goodies than the eye can see to stuff into your Gigantic Stocking. As usual we’ve run our annual Astro-Santa Letter competition of which we have picked five winners; Epicnija, Tom Daedalus, Reaper Pride, Platinum and AfriendlyCanadian. These five will get some pretty rewards, as well as their letters in game for you to collect during the event and deliver to Alabaster Snowball in Lapland, off Bipolar and Sol.

Additionally this year there a few new treats, a small collection of sound projectors have been added and a new collection of missions. As well as all this, this year we have a very special guy visiting, I don’t want to say much but it should be very amusing (for me at least).

The Christmas Holiday event will run from the Saturday 21st December at 00:00 until Sunday 5th January at 00:00.

Merry Christmas and Happy New Year Star Sonatarians!

Server & Client Patch December 20, 2013 (Updated Jan 16)

This is a small patch, mostly to get the stuff needed by this year christmas event in and a few bug fixes / improvements and will be live at 23h00 SS time (see homepage for current server time).

Client changes:

  • particles system change, higher fluidity and shorter trails all around (smoother animation as well), on very high especially (lower graphic also gain smoothness but not as much)
  • particles system massive performance increase. This patch improved the performance of the particles rendering system by nearly 300% (which allowed us to make most existing case much smoother without impacting performances)
  • greatly improved memory bandwidth and rendering efficiency (speed if it was your bottleneck) on all dynamically generated meshes, (like the suns and the spheres used in some projectiles), also fixed a memory leak on that side which was one of the last remaining known client crash
  • added /lkc distortion for those who dont like the distortion effect on laser / trans applied at veryhigh, /lkc 1.1 would disable them completly.
  • more debug data to help me pinpoint the last known crash still existing (the one where you alt tab during an autopilot jump and it sometime crash). I am sure there are other crashes left, but the 2 mentioned here are the last 2 i was able to prove existed.
  • fixed a bug that caused engine particles to not update after an engine change until you undocked a second time.
  • Added new assets for the holidays.

Server changes:

  • Fix for the crash that has been happening every 26-30hours for the past week.
  • Event galaxies now have their own layer on the map.
  • Added support to missions to be open for set periods of time automatically (event missions automaticly becoming unavailable after a set time).
  • new christmas missions and content.
  • Made untanglers which stop tweaks stop imparted weapon affects
  • Fix Seer Virus Transmission Laser intro mission (Leo Branton chain)
  • Changes to the Bhisajayu and Samgrahak’ayu Healing Burst and Regenerative Burst super items.

Jan 16 EDIT:

There was a micro patch between Dec 20 patch and Jan 16 that fixed a bug related to healing experience not degrading properly.

Shield Monkey vs Test Target

How fast can my Shield Monkey do 1 million damage?  In this video, I test against one of the new test targets.

Shield Monkey attacking test target

We have been testing every class against these test targets to measure total dps output more accurately.  It’s nice, because it lets us measure classes like Shield Monkey, Engineer, and Gunner, for which straight up math estimates from their skills and augs aren’t sufficient due to slave, drone, and missile damage.

The test target instance is live on the test server with a wormhole in Sol.  How long does it take your character to do 1 million damage?  Upload a video to prove your might!

 

Weekly Dev Questions, yclepticon Edition

Looks like it’s my turn to answer the weekly dev questions!

Mutara Gap

My questions this week are from Arias:

  1. hours of SS played weekly?
  2. what content have you influenced recently?
  3. you work on weapons and zones, so what are your current projects?

These days I play about 10 hours of SS per week. I mainly log on to fiddle with my bases and do an occasional run with my team, but I’m planning to get more active when the new class skills go live!

My first project was to make a new balance sheet for Sebastopols (Lion Incinerator type weapons).  Blue Dwarf and I worked together on that, which is what made the popular Vervaardiger weapons possible.  Since then, I spearheaded the rebalance of manhours on many blueprints, with a focus on making most projects build in a few days at most, if not instantly.  I also do little things behind the scenes, like helping Calypso balance the shields and resistances of bosses in the Aveksaka zone.

My current main project is, of course, the class rebalance. My role in the project is to work out stats for all the skills and super items so that every class gets a useful role that they can excel at in squad-based play, while also being able to enjoy the game in solo PvE and in PvP. I am very happy with how everything is turning out, and look forward to sharing our work with you all!

After the class rebalance begins to wrap up, I am planning to put some serious thought into userbases (and Player versus Base combat, in particular).  I am also interested in working with a few other developers to revamp the low- to mid-level experience in Star Sonata.  If you have any thoughts on these projects, don’t hesitate to send them along to me!

Class Rebalance Update 12.16.13

As was mentioned on the forum, the class rebalance has moved into a testing stage.  The test server now has a new instanced galaxy off of Sol that contains passive test dummies with various shield banks.  If you start shooting one, it will keep track of how long it takes you to kill it and notify you of the time in galaxy chat.  To reset the test dummies, just exit the galaxy and make a new squad.

Test Dummy 2

Test server is also updated with the newest draft of class skills. We have already posted class-specific details on the forum, so I will just point a few things out here that may not be immediately obvious.

  • Speed Demon no longer needs to be moving to get Speedy Firing DPS bonus.
  • Berserker now only multifires 3 weapons, but has actually received a modest increase in DPS as well as boost to DPE.
  • Most classes now have access to various super items. Drop by your class’s base in Lyceum on test server to see if there are any available for your class (they’re not all done yet).
  • If you use missiles, try dragging your launcher up to the hotbar. It will use the charging animation to show when it’s ready to launch a volley of missiles.

If you try out the new classes on test server, I would like to invite you to also post your results on the forum (or send them to yclepticon in a forum PM).  I am especially interested to get feedback on the class-locked super items.  Thanks for your time!

Calypso Update 12.16.13

This week’s update is going to focus almost primarily on some more class rebalance updates. These updates mainly pertain to missiles.

earthforce_turretMissiles in their current state are kind of a pain to use — this is why we’re changing quite a few things about them with the rebalance. As I’ve detailed in another post; when I made the initial changes to missiles I added a few new features. I’m going to mention these a lot without explaining them again, so If you get confused, reread that post!

First, missiles will be separated into two categories; damage and debuff. Debuff missiles will be any missile that does a detrimental effect to the target; for example, a Disintegrator Missile or a Vortex Torpedo. These will be single fire.  Damage missiles will be a Gunner’s go to if they need extra firepower to take a target down; for example, Large Armor Piercing or Kinetic. These missiles will fire in salvos. We will also be adding two new types of damage missile that are the same difficulty to obtain as AP and Kinetic; these will be a new heat-damage Incendiary Missile and a surgical-damage Surgical Strike Missile. This should round out the arsenal of a Gunner very nicely.

The distinction is rather necessary since you won’t be able to spam missiles anymore. Missile Bays will have a 5 second delay between launch; that means Gunners will have to make a choice when they queue up. Do they debuff the target or do they load the launch tube with a devastating salvo? This leads into some big changes to missile launchers and fighter bays that took place this week.

Since we want a 5 second delay between missile launches due to salvos, we ran into a dilemma; Combination Launchers (or launchers that can launch both missiles and fighters). If we were to set a 5 second delay between launches on a combo launcher, it would be absolutely horrible for Fleet Commanders (imagine getting 12 fighters out at 5 seconds each). However, if we left the delay at around 1 second, Gunner missile damage output would be through the roof. To solve this issue we decided that we had to kill combination launchers entirely.

Combination Launchers can exist because Missile Launchers and Fighter Bays are the same item. They just have flags set to determine what they can launch. That meant to get rid of combination launchers we needed to separate Missile Launchers from Fighter Bays entirely. This is exactly what I’ve done. Missile Launchers and Fighter Bays can now be equipped independently (you can have one type of each equipped), and they each have their own fighter and missile slot pools.

Since we won’t have combination launchers anymore, any ship that had a combination launcher is being retrofitted to have two launchers, a missile launcher and a fighter bay. The size, weight, etc, on both launchers will add up to the size, weight, etc, of the previous combo launcher.

That’s it for this week’s update. I’ll be back again next week with another update for you. Feel free to post comments, suggestions or questions in the forums!

Weekly Dev Question – Blue Dwarf’s First Edition

So this week it’s my turn and I have a nice little collection of questions to answer!

From starwyrm:
Hours of SS played weekly?
What recent content have you had a hand in?
I think your position has something to do with the forums, but remind us all of the specifics?
Any plans on an in-game ship based on your forum avatar?

And from DragonGod:
What was the answer to the Dungeon Danger Factor competition?

 

So firstly, in all honestly I don’t play a lot of Star Sonata any more. I occasionally log in and do some DGs or bosses with Jeff. I don’t play a lot of games in general though, well three or four, including Star Sonata and excluding little flash web games.

Changing direction a little bit, I’m going to answer the third question before the second one (it makes more sense this way, trust me). I think your position has something to do with the forums, but remind us all of the specifics?
My position doesn’t really involve the forum and I could work without using it all. When it boils down to it, when I joined the dev team I was a rather active forum poster (had over 5,000 posts) and that trend just continued on. I now have about 7,500 post if you include that 5,000. Although I would say I don’t post as much as I used to, I occasionally follow threads and never post in them if they intrigue me. My actual role is much the same as Calypso’s; content and programming. Although I only do server sided programming. I also often to lookups on things like missing slaves or blown up stations.

Still in odd directions, question two! What recent content have you had a hand in?
Recent content… I haven’t really done a lot lately that’s hit live and players known about it. Calypso pumps out a lot of content-y things like missions and zones etc and also posts about them in blog posts every Monday, while I generally do odd fixes and miscellaneous things. I do quite a few things you never see or hear of either like documenting stuff on the wiki for other content developers or extra little things for the admin panel. To answer the actual question of what I’ve done recently, in terms of big content, not a lot. I created the DD22 boss originally and scripted it to act like an Engineer-ish as well as working on The Crucible, the mining content I mentioned a few weeks back and making various class superitems. Mostly I do little odds and sods around the place, these are the things I committed to the last patch:

  • Changed the radar blip to be uniformly transparent.
  • Removed the ‘experimental’ and ‘alpha’ notices from Orthographic camera, HDR and SSAO checkboxes.
  • ‘Buttonified’ the undock button.
  • Added support for untanglers (graviton disruptors) to optionally also disrupt tweaks (including auras etc), gremlins and critical hit effects (you’ll still do the extra damage).
  • Made missions take into account required items to complete it when calculating if you have enough space to finish it.
  • Made missions able to have multiple galaxy reveals on the map
  • Missions now tell you how many credits you are short when you try to complete a mission that requires credits
  • Beefed hullspace on Academy Freighter and Academy Thatch.
  • Fixed the blue photon transwarper missions not taking the credits they should
  • Fixed the mission ‘Urzod’ to kill Urzod (the giant volcom) not telling you where Honey Moon is.
  • Fixed incorrect manhours on the Adonis Protector Z blueprint
  • Added Zebucart variants (CS, HF and FR) to the Basic (normal Zebus) spawners in Earthforce and Celestial Gardens

I also created the sound projector items that came in with this years Halloween event, and of late have been doing a few things to spice up this Christmas.

Any plans on an in-game ship based on your forum avatar?
I do not have any content planned around my forum avatar, for a very simple reason. This is just an image of the ship Red Dwarf from the British science fiction sitcom of the same name which has been modified to be blue and flipped horizontally. The actual ship from the show is a five mile long mining ship belonging to the Jupiter Mining Corporation. I haven’t checked, but I’m pretty sure using the model or a similar model would be copyright infringement.

DragonGod’s question: the answer to the Dungeon Danger Factor competition.
For those of you who don’t know, a couple of months ago I hosted a competition about how Danger Factor works which was won by singularity. Basically, in the code danger factor is 100 times smaller, DF100 in game is 1.0 in the code. DG’s start out at the galaxyDF + a random number from 0.025 to 0.1 * 10. The random part becomes pretty small in the end, if you take a DG from a DF400 galaxy, the first stage is going to have a maximum DF of 4100. From here the DF increases between 37.5 and 62.5 per stage, averaging about 50. The clues I gave were pretty cryptic to solving the puzzle but did get there. The first clue related to PvP ranges, the second clue was towing costs.

That’s all of the questions for this week, but I did like answering them so you should definitly ask some more!

Calypso Update 12.9.13

This week’s update covers a few fixes to the towing system, some bug fixing and a lot of changes for the coming class rebalance.

janitors_outpost

First, the towing system. Recently we enabled a ‘tow-on-death’ feature so players can get out of sticky situations. When we did this we also updated Janitor’s Outpost in the Nexus to be a towing base so new players can utilize this feature (without getting sent to Sol which could be very confusing). However, this had a few unforeseen side effects. First, dying in certain places outside the Nexus would lead to a towing offer into the Nexus! This is due to how the server calculates the closest towing base. I’ve updated this bit of code so that Janitor’s Outpost will only be offered as a towing location if you are within the Nexus.

Secondly, towing bases. When we made Janitor’s Outpost a towing base it also removed the skills tab from the station dialog. I’ve updated the client to address this issue. As part of this, I added a new flag for AI bases to let the client know if they offer skill training. If they do, the skills tab will be shown, if they don’t, it won’t. Unfortunately neither of these were ready in time for the patch.

And patch we did. I spent a fair amount of time this weekend doing some post-patch support and bug fixing. We had two major issues that needed fixed, first, a line of code meant for the rebalance was in the wrong place: this lead to fighters being double-subtracted from your current count and allowed infinite launch. Secondly, with Fleet Commander Transwarps fixed, we inadvertently looked over the fact premium players could use them to bring non-premium players along for the ride to places they shouldn’t be. Both these issues were fixed immediately and they are already patched in. There are still a few more minor issues that are being fixed (including drones not equipping), expect another hotfix for them very soon.

purple_heart

This past week I also did a lot of work on the Class Rebalance; which is coming along nicely. We’ve done another round of analysis and I had a lot of skill stat changes to do. This latest round of changes is up on test and was meant to bring the damage and damage-per-energy bonuses of all class a bit more in line. It also contains a very big change to the Gunner subskill, Destruction.

Currently Destruction adds a +0.5% (+1% if Multifiring) per level vulnerability debuff to the target on weapon impact. This debuff is the same damage type as the weapon used to apply it. Going forward, this has been significantly changed. Instead of using normal weapons to apply the debuff, the debuff is applied via missile strikes. With this, the debuff has been increased to +2% per level (for a max for 40%) and now affects all damage types, not just the one used to apply it. I’ve also update the warhead splash effect to apply the debuff to all incidental targets hit as well. This will pair very well with the Gunner Deathblossom item and allow them to launch something like a Bunkerbuster to debuff a group of spawn and AoE them down very quickly.

That’s this week’s update! As always, feel free to sound off in the forum post with comments, questions and suggestions. Also, before I forget, I have been fixing permanent Warp Beacons. So if you or your team has one that’s still non-functional, let me know the owners name and I’ll reset it.

Server & Client Patch December 06, 2013

Client

  • Changed the radar blip to be uniformly transparent.
  • Removed the ‘experimental’ and ‘alpha’ notices from Orthographic camera, HDR and SSAO checkboxes.
  • ‘Buttonified’ the undock button.
  • Mission Summaries now appear at the top of the mission dialog.
  • Tooltips for Hull Items will display the model of the ship they are for.
  • Fixed the typo in the faction selection screen.
  • Beacons in unexplored galaxies will now appear as ‘inaccessable beacons’ in the transwarp destination list.

Server Additions:

  • Added a new game parameter that lets us control the galaxy limit for attached and non-attached bases separately. This will be used to give an attached base limit of something big, like 50 or 99, essentially unlimited (unlimited galaxy base slots suggestion).
  •  Added a text notification for how many base slots a character has used when he deploys an attached base similar to the one that currently displays when you deploy a floating base
    Instances can now be locked to a set number of players.
  • Added support for untanglers (graviton disruptors) to optionally also disrupt tweaks (including auras etc), gremlins and critical hit effects (you’ll still do the extra damage).
  • Added the ability for holoprojectors to be used from super items

Tweaks:

  • Drones will no longer automatically shoot at other drones.
  • Increased the placement distance that you have to be from the edge of a planet when deploying an attached base from 50 to 100
  • Drones deployed via super item no longer count against personal drone limits.
  • Made missions take into account required items to complete it when calculating if you have enough space to finish it.
  • Made missions able to have multiple galaxy reveals on the map
  • Missions now tell you how many credits you are short when you try to complete a mission that requires credits
  • Autoscooping (holding down C) will no longer scoop drones if debris has been scooped first.

Fixes:

  • Fixed the bug where it’s always saying you get 0 XP for exploring.
  • Fixed the bug where missions say they give 0 XP incorrectly
  • Nodes can no longer spawn on objects players can’t prospect.
  • Single Body Prospecting Scanners no longer show empty nodes.
  • Fixed Fleet Transwarps (they didn’t warp squadmates properly)
  • Fix for beacons being removed from destination lists on server restart.
  • Fixed a missing space in the stat string for user bases
  • Selling a modded item to an AI base and undoing the sale will no longer result in extra mods being added to the item.
  • Transwarps will no longer allow warping to no-PvP galaxies while under the effects of the PvP warp timer.
  • Transwarps will no longer warp slaves if the destination galaxy is a no-slave galaxy.

Content Additions:

  • Added some new tractors to DGs

Tweaks:

  • Removed the team from the Lyceum warp beacon.
  • Temp Beacons are no longer scoopable.
  • Beefed hullspace on Academy Freighter and Academy Thatch.
  • Increased lifespan on Mythic Defended from 5m to 15m.
  • T22 ship Revamp (see below)

Fixes:

  • Fixed the blue photon transwarper missions not taking the credits they should
  • Fixed the mission ‘Urzod’ to kill Urzod (the giant volcom) not telling you where Honey Moon is.
  • Fixed incorrect manhours on the Adonis Protector Z blueprint
  • “Package Pickup” mission in the Nexus no longer automatically reopens.
  • Fixed Tractoring skill in Capella
  • Lockout and kick issues with Tidepool are fixed.
  • Changed the lockouts on the Tidepool daily to avoid any conflicts with Olympus lockouts.
  • Added missing Nuke Crate mission to Shadow.

T22 Ship Revamp:

  • Isvas’ayu has a new inbuilt, Aveksaka Submerger.
  • Isvas’ayu inbuilt, Panic Button, warp range increased from 2000 to 3000.
  • Isvas’ayu inbuilt, Panic Button, now sets the player to 0 velocity after warp.
  • Subhatt’ayu has a new inbuilt, Subhatta Charge.
  • Bhisajayu has a new inbuilt, Healing Burst Device.
  • Bhisajayu inbuilt, Shield Overcharger, no longer gives shield max bonus.
  • Samgrahak’ayu has a new inbuilt, Recharing Burst Device.
  • Samgrahak’ayu inbuilt, Energy Overcharger, no longer gives energy max bonus.
  • Antuayu has a new inbuilt, Alien Siege Mode.
  • Vaziayu has a new inbuilt, Nest Drone Device.

Stuff that will only appear in the next universe

  • Added towing to Janitor’s Outpost in The Nexus
  • Trials of adum
  • Added Zebucart varients (CS, HF and FR) to the Basic (normal Zebus) spawners in Earthforce and Celestial Gardens

Micro patch December 08

  • Fix for fighters slots being unlimited
  • Fix for transwarp allowing free to play to access premium only galaxies.

Micro patch December 09

  • Fix for a client crash when the game was in background for too long (map, docked, and ap could cause it)
  • Fix for the teamscore display in the client being wrong since this patch
  • Fix for drones not auto-equiping on scoop
  • Small nerf for Bhisajayu and Samgrahak’ayu inbuilts.
  • Fix for Subhatta Charge (was slowing rof, now increasing it).

Micro patch December 15 (with server crash around 10PM EST)

  • Reclassified the Great Open Uu Quu Excommunicator as a pule gun.
  • Beefed detection of a few base radars and the Fine Tuned Mercurian Pharos by increasing energy per detection