StarMade News
StarMade 0.1851 Hotfixes and More Mining
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
StarMade 0.185 Blueprint Meta Items
Hello again,
a little update with a major gameplay feature: Shops instead of selling ships of blueprints for credits, they will now sell blueprint metaitems that the player has to fill up with exactly the blocks the ship of the blueprint requires.
Should the blueprints you bought in any way differ in materials when you spawn it (if it's been deleted, or modified), it will give you back all your materials.
Yes, this means that credits will lose a lot of value, but that's intended as crafting should be the thing that drives economy. If you disagree, I added a value in the server.cfg to revert all that to the old system.
This is basically the first step towards shipyards, which will use those blueprints as input and will gradually put your ship together. So please keep in mind that this current system is not final. Also the fact that you can spawn the blueprints in anywhere is a test and by no means final (you still need to buy the meta items from a shop).
To give credits still a value, all support/weapon meta items are now available to buy from the shop NPC's.
Also there have be some minor balance fixes for weapons, though nothing has been buffed or nerfed, but accuracy of values has been increased.
Thanks for playing StarMade,
- schemaStarMade 0.1845 Another round of fixes
Hello players,
as Steam release is getting closer (can't confirm a date yet), I'll focus on bug fixing.
Here is another release full of fixes and re-fixes of things that weren't fixed yet.
One bigger thing is a complete redesign of the core of how beam ticks are counted. There should be accurate now.
There is also an optimization for servers without SSD, where they should have longer lags as the database marked entries as "dirty" wrongly causing a huge write to the hard drive where only maybe 0.001% is actually needed to be written. I can't say yet if my method works, but in the worst case there is no difference.
Here are the fixes so far, and thanks to all the testers as always:Stay tuned for the date announcement of the steam release. Also the stations will be there very soon (I apologize for the delay).
Oh and as you probably noticed, there is a new launcher version. This version fixes some issues (some linux love), as well as support parallel downloading to speed up updating by a lot.
Thanks for playing StarMade,
- schemaStarMade 0.1839 Bug Fixes, Balance & Announcement
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 FixesSince 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.
BugfixesThe 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,
- schemaStarMade 0.1836 New Tutorial and loads of fixes
Hello players,
this update contains a big bunch of bugfixes of some of the most annoying bugs which have been in for a while, small additions, and a brand new tutorial.
The tutorial consists of various new features added to the game in terms of scripting. A lot of the functionality in it, I did with the goal of reusing the same mechanics for a mission system. The tutorial station was made by Dalmont.
(Also sorry for typos. Since nothing is hard coded in the tutorial, it will be an easy fix for helpers)
There has also been an update for the textures. Kupu added brand new ultra crisp textures for all the terrain and flora.
There have also been some fixes for bottlenecks on servers to reduce lag in some situations.The stations of the contest winners will probably be added in the next few days, as a few builders wanted to do some fixing on their stations first.
EDIT: Update to fix the minable pile in the tutorial. Also the textures for the overlays for minable blocks have switched around (since one looked more like ore before when it was actually crystal).
About the ratio
The weapons DID NOT get nerfed. It was a bug fix:
2/2/2 did more dps than 6/0/0. This was a bug and it got fixed. It had to be fixed, there is no reason why it should be that the same amount of blocks should do more damage in other setups, because then it would be the only thing people would use.
You don't need to add more blocks, you just need to redistribute. Power usage is also less now without the bug so there is absolutely no nerf involved other than the ability to get more dps by using effects, which shouldn't be.
You don't have to put more stuff on your ship. The damage has NOT been reduced, just the ratio needed, if you have now 50% on your machine gun, all shots will do double damage as when they were at 100% minus a very small amount from the bugfix.
the system is now:
combiPercent = slave : master+effect
effect is still = effect : masterHere are the bugfixes:
New features are in the works, too. Stay tuned :)
Thanks for playing StarMade,
- schema