Space Clouds

Calypso Update 3.3.14

This week’s post is going to primarily focus on some post-reset bug fixes — of which there were some, but nearly as many as there could have been thanks to the class rebalance testing phase! Keep reading to find out more.

Mutara Gap

Primarily this past week I dealt with some of the issues that weren’t found and fixed during the class rebalance testing phase. I figured I would go into a few of them in a bit more detail.But first, map issues!

There were definitely a few map issues this reset. First, Iq’ Bana this universe ended up spawning in Emphatic Biology! Which meant to get there you needed to go through an engineless galaxy. Hardly ideal. So a new wormhole to the area was added in Anomu. Secondly, there was an issue with Lyceum. Splitting up the galaxies left the Earthforce Space layer map a little cluttered. So I took a bit of time and rearranged the galaxies on the map and move them all to the Serengeti layer. Instead of a jumble of crossing links, you now have what you see below.

lyceum_mapI think everyone will agree it’s much neater! I’ve also updated the galaxy files so the map should stay that way for future universes as well.

There were a few bugs missed during the testing phase, mainly there have been a few issues with drones and missiles. First, drones and bases were healing friendly destroyed drones, this is obviously a problem since healing a destroyed drone over an active drone makes the healing pointless (and the destroyed drone can’t even get hit by the heal). When I added the destroyed drone feature, I accidentally overlooked adding a check to ignore destroyed drones in the drone and base attack code. It was a simple fix to add a check in to make sure destroyed and inactive drones were ignored. Secondly, destroyed and inactive drones weren’t properly evaporating when players logged off. This was leaving a mess in some galaxies. This issues is due to the fact that destroyed and inactive drones skipped their idle (so they didn’t attack enemies, heal friends, follow, etc). I’ve added some additional code to make sure they’ll evaporate even if they are destroyed or inactive! Both these drone fixes should go live sometime soon.

And then there were the missile issues. It was discovered that missiles were inheriting some damage bonuses they weren’t supposed to and that is detailed here. There was also an issue with missile bays. They would sometimes think they had a full queue even when the queue was empty. This was a tricky bug that ended up being a bit beyond my reach to do in a reasonable amount of time, so I passed it off to the code wizard, Jey. It’s since been fixed and we have a new queuing system for missiles!

That’s it for this week’s update. This is a short update, and that’s because besides bugs, I spent a large amount of time this week working on a special project that I am continuing to work on this week. Expect an announcement next week on exactly what this is! Until then, feel free to post questions, comments and suggestions in the forums!

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