Posts: 1,947
Threads: 175
Joined: Feb 2013
Staff roles: Systems Lead Server Administrator
Discovery 5.0 Hotfix 9
ART
- Added: New animated docking bay for Pilgrim Liner solars by @Haste, coming to Player Ships Soon .
- Changed: Combined duplicate HN-series and (mislabeled) VP-series heavy transport engines as the HN-series.
- Fixed: Dublin main menu sequence throwing FLSpew errors.
- Fixed: Hegemon having an extra engine nozzle burning the pilot alive.
- Fixed: SUPERSONIC having no projectile.
- Fixed: Ripper using Splitter FX instead of vanilla FX.
- Fixed: Cruiser Ion Blaster missing FX.
BALANCE
- Added: Hyperspace Matrix, Jump Drive, and three Docking Module slots for the Barge.
- Changed: Docking modules now function on liners.
- Changed: Fighter-bomber powercore capacity reduced by 10,000.
- Changed: Increased powercore usage of Marauder Torpedo Turret by 20%.
- Changed: Increased powercore usage of Devastator Torpedo Turret by 15%.
- Changed: Reduced Cruiser solaris turrets & variants' power usage by 10%.
- Changed: Turn rate of fighter guns (Class 1- 4) increased from 90 to 120 degrees / sec.
- Changed: Collector, Bull Dog, and Gitano (Junker line) can now mount mining arrays.
- Changed: Harrier downscaled by 5%.
- Fixed: Some legacy PoB models still using old health values.
- Fixed: Cruiser Cerberus and Disintegrator turrets' range reduced from 2.8k to 2k, matching the other 360 degree cruiser heavy turrets.
- Fixed: Bustard turret view camera adjusted.
- Fixed: Nomad Gunboat wing turrets now fire 360 degrees.
- Fixed: Legacy Marduk having a much too large powercore regen rate.
CODING
- Added: /bountyscan command, which prints the currently targeted ship's ID, IFF, ship type, and name, alongside a timestamp.
- Added: Mobile Docking command aliases added.
ECONOMY
- Added: Hidden Cardamine, Nox, and Artifacts commodities implemented as PoB products. They will outwardly display as 'Consumer Goods' but otherwise sell in the same locations as normal. The infocard description of the commodity will indicate that it is, in fact, contraband.
- Added: Neon commodity, sold on Planet Erie, with the same consumers as Helium. Intended as new player commodity for pure trading, alongside Helium as the mining commodity.
- Added: Helium is now purchased by all shipyards and many industrial stations.
- Added: Econ data for Battleship Thebes.
- Added: Rheinland Lawful and Blackmarket weapons now sold at all Bundschuh bases.
- Changed: Lodouve Space Port now resells Basic Alloy.
- Changed: Boulougne Base now resells Robotics.
- Changed: Cruiser Commander price increased from 50/u to 80/u.
- Changed: Akabat now re-sells Water rather than producing it.
- Changed: Escopeta price reduced from 91,850 to 30,616.
- Changed: Obsolete HFBC turret sellpoints removed.
- Changed: Kreuzberg now re-sells Black Market Munitions rather than producing it.
- Fixed: Issue preventing Oder Shipyard economy from loading.
- Fixed: Various commodity assignment typos.
- Fixed: Bielefeld Base (for real this time).
- Fixed: Kamakura having no economy.
ENCOUNTERS / NPCS
- Added: Dozens of variant encounters to existing encounter sets, including rare chances of boss NPC encounters.
- Changed: Swapped the Magellan-Leeds jumphole's bomber NPC spawns from a pop zone to a patrol path to lower the chances of ships spawning on top of jumping-in players.
- Changed: Tweaked AI to make them more consistent and prevent them from getting stuck in a dodge loop.
- Changed: Simplified encounter NPC loadouts and capital ship survivability.
- Fixed: Several NPCs still dropping outdated Premium Scrap / other removed cargo.
- Fixed: Molly Greyhounds now use Adv. Debilitators instead of Gaia's Angels.
INFOCARDS
- Added: Infocards for Concealed Artifacts, Cardamine, and Nox as Consumer Goods.
- Added: New infocard for Rheinland VP-series engines.
- Added: Large ship designation and names for UC liners / gunboats.
- Changed: Kishiro - GMG empathy is now positive and reciprocal.
- Changed: 3 updated infocards in Kyushu.
- Changed: 20 updated infocards in Thuringia.
- Changed: 14 updated infocards and 2 new infocards in Hamburg.
- Fixed: Natter Zwei listed as a Laser Cannon.
- Fixed: TPR-PRP-105 engine infocard.
- Fixed: SNACs still displaying needing a special weapon slot.
- Fixed: Replaced several references to "BowEx" with "Bowex".
SYSTEMS
- Added: New System: Uncharted 5.
- Added: Race track outside Shikoku's Golden Dragon Casino.
- Added: Experimental racetrack outside Cologne's Heisenberg Research Station.
- Added: Battleship Westfalen as a museum ship to Oder Shipyard / The Ring.
- Added: Ship Dealer NPCs to Kamisu, Kamakura, and Kagoshima.
- Added: Ambient NPCs to Tau-23 around the Tau-31 JG, and around the following reworked JHs:
- Changed: Jumpholes around Rheinland and lower Liberty reworked:
- Changed: Pennsylvania and New Tokyo race tracks moved to a more appropriate locations and improved.
- Changed: Kagoshima Depot reverted to its pre-asteroid model.
- Changed: Buffed nomad weapon platforms in Omicron Iota / Psi / Major.
- Fixed: Removed asteroid zone bands from mining zones in Sigma-15 and Coronado.
- Fixed: Duplicate Planet Prades removed from Roussillon.
- Fixed: Station geometry fixed to allow easier undocking at Cannes, Bourg-en-Bresse, Salbris, Falkland, and Redcarr.
- Fixed: Cleaned up station geometry at Isehara and Freeport 11.
- Fixed: Planet Longerich thunderstorm orb moved to the planet.
- Fixed: Akegatas at Osaka no longer targetable.
- Fixed: Madeira IMG Cruiser now shoots at hostiles.
- Fixed: Re-added missions to Tau-61, Orkney, Omega-5, Champagne, Provence, and Baffin.
- Fixed: Mining zone now more visible on Omega-7 navmap.
- Fixed: Several crashes in Cortez, Tau-23, and New Berlin.
- Fixed: Removed the old, unused Omega-48 mining field.
- Fixed: Planet Vespus in Omicron Theta and Planet Iridescencia in Vespucci's atmosphere range increased to prevent accidental instakills.
- Fixed: Omega-55, Omicron Pi, and Copernicus exit holes now allow all ships to prevent ships getting stuck.
- Fixed: Dublin's north asteroid field no longer affects sensors.
- Fixed: Slight positioning issues of systems on nav-map.
- Fixed: Zurich-Cologne JG icon changed from Rheinland to Gallia.
- Fixed: Tau-44 water and scrap mining fields activated.
- Fixed: Yorkshire Scrap Field activated.
- Fixed: Nomad Reactor shooting with a single Adv. Starbeam.
- Fixed: Hands of the poor dealer on Lichtenfelde.
- Fixed: Stokes trade lane naming.
CREDITS
@Aingar - Coding
@Alex. - Coding, Systems, Keeping It All Running
@Antonio - Systems, Balance
@Haste - Balance, Economy
@jammi - Story, Economy
@pillow - Balance
@Sombs - System
@Titan* - Art, Encounters
@Wildkins - Coding, Systems
So barge can jump itself now? Alright, that mostly satisfies me and makes up for the nerf. Going empty one way in routes was common anyway (Especially for base supply)
Always thought it was bizarre that a so-called "mobile factory, station, and refinery" had no docking bay slots.
I don't have a Barge but the Jump Drive accessibility is a nice simple solution to it not being able to access some Jump Holes / Gates in asteroid fields. ?
What does 'Kreuzberg now re-sells Black Market Munitions rather than producing it.' mean?
Posts: 6,263
Threads: 329
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
(11-25-2023, 07:46 AM)Kosa Wrote: Great job!
I don't have a Barge but the Jump Drive accessibility is a nice simple solution to it not being able to access some Jump Holes / Gates in asteroid fields. ?
What does 'Kreuzberg now re-sells Black Market Munitions rather than producing it.' mean?
Producers sell products for their base commodity value, while resellers sell them for a price based on the distance to the closest producer.
we definitely needed jump trading to make a return so people no longer have to deal with the carefully placed bottlenecks you made nor pirates
or do they have to be empty?