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NQ-Deckard

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Everything posted by NQ-Deckard

  1. Hello Noveans, We've deployed a new hotfix. Dual Universe is now in version 1.1.2. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-112 Let us know how you feel about the changes below. Thank you all for your support!
  2. Hello Noveans, We've deployed a new hotfix. Dual Universe is now in version 1.1.1. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-111 Let us know how you feel about the changes below. Thank you all for your support!
  3. Hello Noveans, We've deployed a new update. Dual Universe is now in version 1.1.0 which brings new features such as grid snapping, recycling and outfits. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-110 Let us know how you feel about the changes below. Thank you all for your support!
  4. Hello Noveans, We have deployed a number of hot fixes today, Dual Universe is now in Version 1.0.14. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-1014 Thank you all for your support!
  5. Hello Noveans, It has recently come to our attention that a number of static constructs have been deployed at an altitude above what we previously had defined as the vertical limit of around 1000m. At this time we are unsure why this limit is not being applied as intended, and we are currently investigating this issue in order to resolve this. As we are revisiting this limit while it is not currently functioning, we will be exploring our options to implement a more adjustable approach in order to have different limits for different planets. If successful we will also eventually be including this value at a later date in the shipped atlas.lua file, allowing Lua control units to also read this value for each planet and use it to fly above static constructs. Why are you stifling my dream of building a tower that connects a moon to a planet!? We also want to be clear about the reason for this limit, it is not here to stifle your dreams of building large towers and structures made of multiple static constructs. It is here, so we can ensure a reasonably safe boundary layer for atmospheric flight by all our players without the concern of encountering a random building in your flightpath while flying at high speeds. Chances are, the build limits will likely be slightly more accommodating than the previous system and allow for slightly more building height in the end, this however remains to be seen. So what about the existing constructs that are not adhering to this restriction? Well, as we are unsure why this build limit suddenly deactivated and we are refining it anyway. We will allow these constructs to remain for two weeks beyond the implementation of the new height restriction system. Two weeks after the new restrictions are in place, we will begin removing or moving any static constructs beyond the defined altitude limit of each planet to ensure they are not inside the boundary layer. Keep an eye on the upcoming change logs for a list of the altitudes for each planet. I hope this clears up any and all confusion on the topic, and thank you all for reading. - NQ-Deckard
  6. Hello Noveans, We have deployed a number of hot fixes today, Dual Universe is now in Version 1.0.13. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-1013 Thank you all for your support!
  7. Hello Noveans, We have deployed a number of hot fixes today, Dual Universe is now in Version 1.0.12. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-1012 Thank you all for your support!
  8. Hello Noveans, We have deployed a number of hot fixes today, Dual Universe is now in Version 1.0.11. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-1011 Thank you all for your support!
  9. Hello Noveans, We have deployed a number of hot fixes today, Dual Universe is now in Version 1.0.10. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-1010 Thank you all for your support!
  10. Hello Noveans, We have deployed a number of hot fixes today, Dual Universe is now in Version 1.0.9. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-109 Thank you all for your support!
  11. Hello Noveans, We have deployed a number of hot fixes today, Dual Universe is now in Version 1.0.8. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-108 Thank you all for your support!
  12. Hello Noveans, We have deployed a number of hot fixes today, Dual Universe is now in Version 1.0.6. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-106 Thank you all for your support!
  13. Dual Universe - Release 1.0.5 - Change Log Hello Noveans, We have deployed a number of hot fixes this morning, Dual Universe is now in Version 1.0.5. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-105 Thank you all for your support!
  14. Hello Noveans, We have deployed a number of hot fixes this morning, Dual Universe is now in Version 1.0.4. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-104 Thank you all for your support!
  15. Hello Noveans, We have deployed a number of hot fixes this morning, Dual Universe is now in Version 1.0.3. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-103 Thank you all for your support!
  16. Hello Noveans, We have deployed a number of hot fixes this morning, Dual Universe is now in Version 1.0.2. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-102 Thank you all for your support!
  17. Hello Noveans, We have deployed a number of hot fixes this morning, Dual Universe is now in Version 1.0.1. The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-101 Thank you all for your support!
  18. Hello Noveans, Dual Universe version 1.0.0 has finally come, we're very excited to present you with the change log which can be found here: Release 1.0.0 - Change Log Thank you all for your support!
  19. I will attempt to give a better picture regarding blueprints, what I can confirm is that in the event of a reset you will keep: Any Core Blueprints in your Nanopack. Any Core Blueprints inside Packages in your Nanopack. Any Core Blueprints inside Containers on constructs in your personal ownership. Any Core Blueprints inside Packages inside Containers on constructs in your personal ownership. If you're the Super Legate of an organization you will also receive: Any Core Blueprints inside Containers on constructs in the organizations ownership. Any Core Blueprints inside Packages inside Containers on constructs in the organizations ownership. I hope this clarifies it a little bit.
  20. We hope everyone who attended our Fools Defense event held on our PTS on April 1st had fun. We especially did, and thanks to our fellow Noveans, we had a ‘blast’! As some of you might remember in our previous announcement for the Fool’s Defense event, there were some prizes to be had. We are pleased to announce that the winners have been chosen and the Wheel of Foolish Fortune is ready to start spinning! Which prizes will our foolish actions provide those that dare take a spin? Find out on the PTS on Saturday April 9th, 14:00 UTC for all the wheel spinning action. After combing through our logs with a fine tooth comb, we have chosen six participants whose bravery, dedication and foolishness left the server room sizzling. We are now inviting them to prove their luck and talent once again by taking the Wheel for a spin! Walter - For landing the final blow causing the destruction of the defenders station, many developers were harmed in the process. (Yes, we checked the logs thoroughly.) Copperlein - For being so good to us on the PTS, yet destroying Nautilus A’s Core, and breaking our heart. Dronko - For destroying Nautilus B’s Core, and again breaking our heart. (Et tu, Brute?) Wolfram - For being devs’ best friend by reporting bugs on our forum. Mastuga - For being such a Trooper with the amount of ammo (pew, pew, pew) they used during the event. Honvik - For forcing so many players to return to the resurrection pod. Skyreaper - For coming back to life so many times we thought they were a cat! Winners please present yourself on the PTS on Saturday, April 9th at 14:00 UTC for your chance to spin the Wheel! If you are unable to attend, a Novaquark representative will spin the Wheel in your place. Prizes will be given out shortly after the spinning of the Wheel has concluded. Please note: All players will need to go through the new FTUE on the PTS in order to participate in this event, please allow yourself enough time to go through it. Players who wish to join in the fun on the PTS are welcome, teleport over to PVP Platform 2 (::pos{0,0,2729026.2814,-98851321.2156,-1455512.2758}) where you can witness first hand the spoils of war!
  21. Our PTS was originally scheduled to be online for Thursday March 31st. Due to some stability issues, we have decided to postpone it for an extra day. The PTS is now scheduled to open on April 1st at 9:00 UTC. We apologize for any inconvenience this may cause. Don’t forget our PTS event, A Fool’s Defense will also be held on the PTS, Friday, April 1st at 14:00 UTC. We hope to see you there!
  22. A new 4 hour maintenance has been planned for Monday, March 7th. From 09:00 UTC, until 13:00 UTC. During this maintenance we will be working on several back end systems during which all our services will be offline for maintenance and inaccessible: The game server The website The forums The customer support website The community portal Customer support can still be reached via email, and our Discord will remain accessible. We thank you for your patience and support!
  23. This is indeed the current design, after spending multiple hours testing with both approaches we decided that keeping the last recorded position offers far more utility to be able to apply the same change over and over again. That utility is essentially gone and very painful compared to just hitting the home key to send the cursor back to the currently selected vertex position. As such we included keys for doing all 3 actions, returning to last confirmed coordinate, returning to currently selected vertex coordinate, and centring to 0, 0, 0. We may look into a toggle setting for this in the future and the feedback is much appreciated. You are actually able to move the selection with the arrow keys and page up and down, exactly like the place voxel tools. Similarly to the above mentioned control option to jump 4 steps in one go. You are able to mouse over a neighbouring voxel and use the arrow keys to maneuver to the vertex you want to edit before clicking to open editing mode. Sorry to say this is not something I have a magical solution for that's feasible. I'll share the zoom idea with the team. This is something we will be discussing internally. They are not permanent, if not claimed they will eventually be replaced with a new one in a new location, they do respawn at regular intervals and you can indeed replace their core and repair them before flying them away in the sunset! Not currently, but it may be implemented in a future update, as was stated to the same question during the Demeter release.
  24. This is what territory upkeep is for. The video content was created quite some time before the change was implemented, as such the video might be slightly out of alignment. But yes, it does now require core elements to replace core units. Could you be a little bit more specific?
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