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    Hello players,

    here is a balance update as well as some bugfixes.

    EDIT v0.18392: The simultanious fps drop issue on servers has been fixes, as well as a random ClassCastException.

     

    Balance Changes:


    Ratio Fixes

    Since not many people were happy with the change in distribution in ratio, I went back and rewrote the module to make it possible to redistribute in any combination. This means ratio of master to slave will once again just be 1:1. Effects are independent once again and are also 1:1 to master.

    This is NOT the old system. The change still fixes the bug that forced me to change it in the first place. It is also not a buff or a nerf, as the dps will just stay the same. With 50 modules you get that 50 modules worth of dps no matter how you distribute it (as long as you don't go over 100% ratio)

    I apologize for any inconvenience and players having to adapt ships again, but the truth is that balance just is not easy to achieve. Moving things around affect 1000 other things, and that's why sometimes drastic measures are necessary only to find a more elegant solution later.

     

    Salvage Change

    Salvaging was broken for a longer time. Putting more than one module in a group didn't matter at all, and power consumption didn't represent the actual gain in blocks.

    A salvager now works more like the damage beam. it does "virtual" damage to a block, and if that damage is enough, the block will be mined. The block doesn't take actual damage of course. The default salvager now comes in bursts, but can me made a constant beam by combining it with a cannon.

    The virtual salvage damage done to a block is just like the damage beam dependent on how many blocks are in a group. That means simply: The more salvage modules in a group, the faster you will mine.

     

    Other Beams

    All the other support beams have also been adapted to use the new tick-rate style the same way damage beams do.

     

    Missiles

    The radius missiles do and the potential block destruction make missiles very powerful. The default radius has been decreased a little but the radius for the missile+pulse combination has been upped by a lot for all your doom device needs.


    AS ALWAYS: all of these changes are not final. Balancing is always a hard topic, since it's very subjective in a lot of cases, and believe me: I'm not actually trying to make the game worse for players, but the opposite. I'm doing my best to do so, and even if sometimes it might seem a little drastic, I only have the best for the complete picture in my mind.


    Bugfixes

    The game crashed when using pulse on an astronaut, and beams still didn't hurt them. Undo had a bug where there could be leftovers of the undo when relogging, or saving it as blueprint. While astronauts now take damage from suns and inside black holes, that shouldn't be the case if you are on a ship.

     

    Charity Livestream

    Raiben will soon do a live stream to help the family of his deceased friend. As somebody who knows how hard it is to lose people close to you and since Raiben is a friend, I will support his cause. Here is the go-fund-me page http://www.gofundme.com/hjbw48.

    http://www.youtube.com/watch?v=VcLMBSw-oC8&feature=youtu.be

    Small Announcement

     

     

    Thanks for playing StarMade,
    - schema

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