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    Hello player,

    the last update sparked a lot of discussion. I understand both sides, but since both arguments are very play-style specific (casual, hardcore, fighter, etc) it's not easy to make everyone equally happy. I'm trying to add more and more options for servers to find a setting their players can enjoy.

    But as a game mechanic, buying blueprints from credits destroys any effort to make an economy. In game economies there are always "in"s and "out"s. You want to minimize the "in", else something like "demand" cannot be generated. Something that basically generates blocks from nothing is an infinite "in" which is ok for creative, but not ok in any other setting, since the "in" should be the blocks themselves (which are practically infinite already, but they take work to process)

    So here are the changes:

    • Possible asteroid size has been increased by 30%
    • Raw resources in asteroids have been increased by ~30%
    • Doubled mining bonus in territory (both for owner and others)
    • Max stock for shops increased from 10k to 50k
    • Initial fill and refill of shops is now 10 times more
    • Added server.cfg mining multiplicator to basically allow the server admins to decide how hard it should be to mass up blocks.

    Hotfixes:

    • Fixed Planet Cores being vulnerable in protected sectors
    • Fixed blueprints not being destroyed (and refunded) when blueprint is deleted or changed
    • Fixed Scanner Antenna not showing up in blueprint lists

     

    Thanks for playing StarMade,

    - schema

     

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