Space Clouds

Calypso Update 9.16.13

Once again it’s Monday, so it’s time for a Calypso update! I’ve done quite a bit in the past week so here is a run down of the bigger things I’ve been working on.

First, I’ve been doing quite a bit of bug-fixing. The Nexus is working properly now (and with the new starting missions), and a bug allowing people to un-neurobind and un-mod items that were neurobound and modded using the new feature has been squashed. I’ve also been pretty busy taking care of a few bugs with Subspace and am pleased to report that AI from different leaves of the area will no longer roam where they are not supposed to (and subsequently murder their comrades). I’ve also managed to track down a bug with the alien invasion reinforcement timer which was keeping their numbers low. It’s been fixed and when it’s patched, the aliens will be back in much greater numbers.

Secondly, new features! I think one that people might find most exciting are Subspace Tunnels. Subspace Tunnels are similar to Juxtapositions and the Subspace layer will feature six of them. Each one contains a very powerful alien and I am considering locking the higher DF exit (the one that would take you to your instance), until the guardian is dead. Naturally the exit to the lower DF Hub galaxies would remain unlocked so you could get out if you needed to. In case you were wondering, normally a change like this would require a universe reset to go in — however, I have also worked on some back end admin features so I will be able to add in the Subspace Tunnels without a universe reset.

A lot less exciting, I’ve been doing quite a bit of testing on all of the mod changes I talked about last week. With expanding the mods available on some items, adding some new items, and letting entirely new classes of items get mods, there are quite a few code changes that needed testing to make sure all the new functionality is working as intended. For those who aren’t aware, we’ve added mods for tractors, shield chargers and hull extensions. I’ve also added two new mods, Reinforced (reduced durability damage) and Angelic (lowered visibility and hostility).

Finally, the Bindomite event! It’s coming to a close today and I hope everyone enjoyed the chance to stock up on the commodity. When we released the Neurobind and Mod feature we weren’t able to add in all the sources of Bindomite that we wanted — only Prospecting. Hopefully the event has alleviated some of the demand. Keep in mind that prospecting won’t be the only source. DG Bosses will be dropping it sometime in the near future as well.

So, that’s this week’s look at what I’ve been up to. As always, feel free to give me feedback and you’ll hear from me again next week!