Fixed a critical bug in higher levels where it was possible for ships to become invulnerable
Patch 0.1.11 Released!
Apologies for the second patch in 1 day.
Patch Notes 0.1.11:
Minor improvements to the homing missiles scanning
Attempt #2 at fixing the endless loading screen.
0.1.10 Released!
Patch notes 0.1.10
- Fixed a bug where items higher than level 999 couldn't be equipped.
- Homing projectiles now perform their checks every 0.075 seconds instead of every 0.1 seocnds.
- Seeker item attachment base turning speed is now 45 (degrees per second) instead 30.
- Quickly switching stash tabs causing an endless loading screen should have been fixed
0.1.9 Released!
Special thanks for z1error for motivating me to address some issues within the game
0.1.9 Patch notes:
Reduced the rate at which minions are spawned from the mini-carriers (Mother Triceratops) by 50%
Fixed issue with knockback force being too high from kamikaze ships
Also Limited the maximum possible speed of the cargo ship to 24m/s (the normal speed is 6m/s)
Fixed the annoying double login whoosh sound.
Increased the damage by the flat damage additions by 50%
Improved number formatting for huge numbers
(Should have) fixed a bug where switching between tabs too quickly can cause the game to enter an endless loading screen.
Reduced the brightness of the Plasma Ball gun and slightly improved performance.
Item attachment Chain level 1 damage to be 15% damage reduction instead of 20%
Item attachment Chaos level 1 damage to be 75% damage boost instead of 60%
Item attachment Output Multiplier level 1 damage to be 40% damage reduction instead of 50%
Item attachment Density Matrix:
Weapon Energy Expenditure to be 200% instead of 250%
Doubled all the quality modifiers
Capped the Item Mass Law reduction to 90%
Item attachment Force Magnifier Projectile Speed reduced from 50% to 40%
Made a soft limit to the number of enemies possible in the game (It is 125), should there be more than 150 enemies, the enemy wave spawns will only spawn one ship instead of many.
Increased the health scaling of small ships to compensate. Instead of 4% per level it is now 4.25%. It equates to 3 times the amount of health for ships at level 500 and 11 times the hitpoints at lvl 1000
0.1.8 Released!
Updates are going a bit slower than I expected.
0.1.8 addresses the following bugs:
- Asteroids inside asteroid missions now always explode on zero hp
- Homing missiles now recalculate their orientation 10 times a second instead of 4 times so they are more likely to hit now
Server item patch
The first Win of the day will now grant additional 15 items instead of 5 items.
(Decided more items would be nicer for players)
0.1.7 Released!
Apologies for the long delay between updates, I've been taking in some of the feedback and I've decided to try and change the damage types a bit more.
Basically now:
Kinetic damage deals extra damage to hull.
Heat damage deals damage over time
Electric damage reduces energy regeneration.
Disruptor damage continues to deal extra damage to shields.
It's all still a work in progress, and I'll be adjusting the game based upon feedback.
Changes:
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Damage Type Changes:
Kinetic - less damage against shields (25% of base damage). More damage against hull (200% of base damage).
Heat - any damage dealt also causes burning over time (5% of total hp / sec) as a buff. Every percentage point of heat damage to full health (hull and shield) adds 0.25 seconds of heat debuff. So 1 damage on a 100 hp ship grants 0.5 seconds of debuff.
Electric - any damage dealt also reduces weapon, shield & engine energy regeneration over time (50% reduction / sec) Every percentage point of electric damage to full health (hull and shield) adds 0.5 seconds of electric debuff. So 1 damage on a 100 hp ship grants 0.25 seconds of debuff.
Disruptor - no changes
Renaming stash tabs now resizes the tab size.
Now possible to purchase stash tab(s) and continue playing the game.
Number of enemy ships spawned after level 75 remains the same, each successive level wil make enemies stronger:
Damage: 2.5% damage per level instead of 2%.
Health bonus: 5-6.25% per level instead of 4-5% per level.
Artillery ships on blockage maps won't start firing on the cargo ship until the mission has started.
Xp is now calculated correctly on the rankings board for very high level players
Fixed a label header on viewing damage resistance on armours.
Enemy lasers now deal 25% kinetic and 75% heat instead of 50% kinetic and 50% heat.
Improved seeker attachment turn speed.
Fixed some turret placements on enemy ships
Trail renderers for player missiles / rockets are now fixed
Energisers no longer add flat reload time, they have now had their weapon damage increases reduced to 30
Vulcan cannon family weapons now have an increased reload time from 0.1 seconds to 0.15 seconds, their damage & energy expenditure are now increased 50% to compensate for this. Reduced their trail render size.
Server Stability patch
I've made a patch to the Dinoscourge server stability so it will automatically restart in the event of a server outage (which has happened a few times in the past month).
It now has an automated restart ability, (triggered if the server has been offline for 10 minutes, I will increase the frequency when I can confirm it is working).
I'll get to the root of the problem later when I get the time!
0.1.6 Released!
Some fixes to the hangar menu and some gfx improvements with this patch.
Next patch I plan to have some help pages / tutorials for each screen to guide new users on how to use the screens. Or perhaps help existing users too!
Changes:
Fixed the sell item work inside the crafting menu.
Trails on various missile components have been fixed so the first time they spawn they don't draw lines from the cargo ship spawn.
Items which spawn indirect effects are now displaying their figures correctly in the menus. (e.g. Tactical nuke, Flak Cannon)
Crafting now displays min & max possible law ranges hovering over the selection. Also it is now possible to show the ranges by pressing Alt when hovering over an item.
Re-ordered crafting items so baryon, lepton & electric are in order.
0.1.5 Released!
Changes to display with very few gameplay changes.
Gameplay fixes:
Mobile force field will no longer cause the player ship to take damage from projectiles hitting it.
Fixes/Changes:
plasma ball brightness reduced further to reduce eye strain.
Fixed the fast reloader description. It was using the Turbo Booster description by mistake.
Fixed a display issue with the strafe engines displaying despite generating any force
Fixed a display issue with the hovering panel with the weapon's dps header being in the wrong position.
Weapons without any reload time now show N/A
Improved appearance of the tactical nuclear missile explosion.