0.3.1.0 ( Sunday, 16 September 2018 )
This is the “haulers” patch, which revamps the resource generation side of the game by introducing haulers that fly between factories and stations to turn their resources into team credits. As usual, this is a first implementation which will probably introduce a fair number of small bugs, please do not hesitate to report them on our forums.
Of particular interest is watching the behavior of haulers and checking that they have no trouble ferrying resources along their path. If you notice any funny behavior, we would be interested in a description of the behavior and some screenshots.
Gameplay
In the previous versions, factories generated credits every few minutes. The amount of generated credits depended on the factory category (small, medium, large) and the amount of tank storages destroyed or alive in the factory.
In the new system, a hauler spawns every 5 minutes at each factory hangar. An algorithm decides a destination installation which will typically be one of the space stations in orbit of the same planet. The same station will be chosen all the times a hauler spawns, until that station gets destroyed, at which point the algorithm will switch to another station. Haulers follow the same path, slowly taking off from the surface, accelerating to reach low orbit then jump into warp. They’ll exit warp a dozen kilometers away from the destination station, then transition to docking mode and will disappear once docked, turning their ferried resources into team credits.
Team credits then get split amongst players and AIs as previously, preferring players over AI when the player count is sufficient.
When flying along their course in warp, haulers will stay in orbit around the planet and fly at 50 km/sec. Since it is not possible to attack when in warp, we’ve introduced a “warp jam” equipment, currently available on corvettes and destroyers. To use them, you need to be in warp yourself, closely following the hauler (< 20 Km away from it) at the same speed of 50 km/sec. To activate warp, open the ship system menu wheel (default: V) and select “Warp Jam”. It will generate a bubble around your ship, which will force out of warp any ship within the bubble (of radius 20 Km). The cooldown is 30 seconds. Warp on affected ships will stay down for the same amount of time.
Hauler taking off a planet from a factory hangar at sunset
Another change is the introducion of manual firing towards the mouse cursor for capital ships MK1 and MK2 weapons. Smaller weapons still aim at enemy ships automatically. The goal here is to introduce player skill to capital ships (rather than the more passive select-hold-fire-and-wait). Feedback on this new mode is also welcome.
HUD / UI / input
- Introduced auto-aim versus manual aim and updated HUD to show reticles when manual aiming
- Disabled weapon groups no longer display the weapons aim-at dots on the HUD;
Assets, visual effects, performance, sounds…
- Added hauler assets and lights
- Added warp jam particle effect and sounds
Networking, AI, server
- Server crash fix when player does not exist anymore but a property was set
- Crash fix for socket sending an ack packet despite being closed
- Fixed a bug with AI that used incorrect propulsion parameters during warp
- Revamped AI orientation on planets, should now look more coherent with their travel direction
Misc
- Minor fixes for warnings and dumping settings to the log file
- Fixed a bug that caused shaking/alerts when observing an actor in space