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Change Log for March 15 - 22

AmaroqAmaroq Registered, Administrator Posts: 450
edited March 2011 in Change Logs #1
    [*] [FEATURE][FORUM] - Added ranks to users in the forum. They follow a similar pattern as the server ranks, and are as follows:

    Cadet: 0 Posts
    Ensign: 50 Posts
    Lieutenant: 150 Posts
    Major: 300 Posts
    Commander: 500 Posts
    Colonel: 1,000 Posts
    Commodore: 2,000 Posts
    Admiral: 5,000 Posts
    Brigadier General: 10,000 Posts

    Not super important, just shows up under your name in your forum posts.[/*]

    Comments

    • DubbyDubby Registered Posts: 7
      • [FEATURE][UPDATE] - Wiremod and Wire Extras have been updated on server 1.
    • DubbyDubby Registered Posts: 7
      • [FEATURE][FIX] - Plasma Blasters fire correctly even when moving backwards.
      • [FEATURE][FIX] - Weapon explosions no longer stack damage exponentially on closely bunched together cored props.
      • [FEATURE][BALANCE] - Autocannons now use 100 energy to fire one round, and 5 metal to make one round.
      • [FEATURE][TWEAK] - Added a debug core for admins to make damage values easier to test and balance. Utilizes wire inputs to configure the core's stats in real time while providing a damage report after-the-fact. Normal players cannot spawn this core, so it won't affect your gameplay experience. *If you see a staff member using this core inappropriately, notify Dubby immediately.
    • DubbyDubby Registered Posts: 7
      • [BUG][FIX] - Core stats should display properly now. Sorry about that!
      • [BUG][FIX] - Wave Cannon shouldn't have a bad model anymore.
    • AmaroqAmaroq Registered, Administrator Posts: 450
      • [BALANCE] - Nerfed the mining rigs. If you had three or more of them, it was fairly easy to replicate a large mining laser. It is now down to an acceptable level of resource generation. If curious of the amounts:

        0-15 PN per second, and 0-100 Ore per second.
        If near a Crystal field, 0-45 PN per second, and 0-25 Ore per second.

        This may not sound like much, but it's not supposed to be. With the old amounts, mining was more or less obsolete.
      • [UPDATE] - Added in Asgard Beam Weapons. This may be temporary, until some form of fix for the SG shield's OP-ness (I know that's not a word) is implimented. As of now, they are able to recover energy very quickly, and it seems to become faster the larger the shields become. This is a bug that is being addressed.

        Asgard beams consume 200k energy on fire, and require 600k energy. It can be fired every 7.5 second. Upon contact with an SG shield, it disables it outright. Yes, this is an anti-shield weapon. Use it well.
      • [FEATURE] - On the Map Rotator, I have added in a new command for admins, called maprotate_randommap. It does not take arguements, but when you run it, it randomly selects map from the list for maps. Can be executed at any point, if you don't have a particular map in mind, but want a different one.
      • [UPDATE][FIX] - On the Map Rotator, I fixed the predictability of the map selection. For whatever reason, the random number generator seems to pick the same random numbers each time. I applied a fix for this, using the current time of day.
      • [FEATURE] - Added in Polonium Nitrate Reactors. They suck up Polonium Nitrate, but generate substantial amounts of energy. This was added by suggestion of Mouldy_Taco, when he found himself not using PN for anything, due to his ship being controlled by E2 and not a Gyropod. It cannot be maintained by Drill Rigs, so one has to go out and mine to be able to use it.

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