It’s been another week so it’s time for another Calypso Update! As you all know I’ve been making some changes to the Nexus but that’s not all. Over the past week I’ve done quite a bit of bug-fixing and iterative development on some of the new features heading your way. Perhaps the most work though has been with the Neurobind and Mod feature.
So, firstly, the Neurobind and Mod feature. In my current iteration of the feature I’ve added a few new things. One, when you neurobind and mod an item, the output text in your Event channel now displays a list of the mods added to that item. This should make bulk modding items for a very specific combination much easier.
As you can see from the screenshot above, I’ve also done a few changes to the way the client and server handle displaying the Neurobound property to the user. Previously we handled letting players know an item was neurobound by using an item’s stat string in the tooltip. This means when an item was neurobound by default, (for example, Olympus Chargers), the client would display ‘Neurobound’ in the tooltip. This won’t work for the new Neurobind and Mod feature because the stat string text in the tooltip is identical for all instances of an item — which led to the above solution. The new neurobound tag in tooltips will apply to all neurobound items, so get ready to see pretty purple text on stuff like Shards too.
Secondly, concerning the Neurobind and Mod feature.
During preliminary testing of the feature, we came to the realization that every single time an item was NB + Modded, it was always getting the [Miniaturized] modification. After a little investigation, I realized it was quirk in the way we randomly roll on mods. As probability of getting a mod approaches 1.0, so does the probability of getting the [Miniaturized] modification (as it’s the first modification to be rolled on). Unfortunately, the only way of guaranteeing a mod was passing in that 1.0 probability… however, that has been addressed. We can now specify that we want an item to get at least one additional mod, no matter what, and the function will continue to roll until a new mod has been assigned. This gives us much greater flexibility when using the mod system to assign new mods to neurobound items — that is to say we can use the same probability parameters as DG, ship-dropped items or ruin items to determine the mods that your item will get using the feature. It also allows for us to create a parameter to control it for a new bonus weekend event if we want to!
We are currently prepping for a patch and this feature is on the test server, if you have a beta client, feel free to test it out! I’ll be adding Bindomite, the commodity required to Neurobind items for sale in Sol.


