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NQ-Deckard

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  1. Hello Noveans,

     

    We have released the Athena update today, DU is now in version 0.29.4. The changes can be found below:

     

    New Features

    • Brand new first time user experience (FTUE).
      • Haven, a new sanctuary, has been added near Alioth. It has shuttle connections to the Pioneer Zone on Alioth and to Sanctuary.
      • New players will choose their starting territory on Haven, then land there. A quick onboarding tutorial takes place after landing.
      • New players choose from 10 starting outposts and 4 different speeders, which they deploy during the onboarding tutorial.
    • Space territory control (Space Warfare)
      • New alien space cores have been introduced which are claimable by players but not retrievable or removable.
      • The alien space cores allow players to gather new plasma resources which are used for high-tier industry and manufacturing.
    • Base Shield Generator
      • A new shield generator designed specifically for Space and Alien Cores, these shield generators provide longer-term protection for a space construct and allow for the coordination of defensive actions.
      • Added Lua functions (Most are similar to the Lua API of the Shield Generator for dynamic):
        • [event] absorbed([float] hitpoints, [float] rawHitpoints) : Emitted when the shield absorbed incoming damage.
        • [event] down(): Emitted when the shield hitpoints reached 0 due to damage.
        • [event] restored(): Emitted when the shield hit points were fully restored.
        • [event] enterLockdown(): Emitted when the shield enters lockdown.
        • [event] leaveLockdown(): Emitted when the shield exits the lockdown.
        • [float] getShieldHitpoints(): Returns the current hit points of the shield.
        • [float] getMaxShieldHitpoints(): Returns the maximal hit points of the shield.
        • [table] getResistances(): Returns distribution of resistance pool over resistance types.
        • [0 or 1] setResistances([float] antimatter, [float] electromagnetic, [float] kinetic, [float] thermic) Distribute the resistance pool according to damage.
        • [float] getResistancesCooldown(): Returns time after which adjusting resistances is possible again.
        • [float] getResistancesMaxCooldown(): Returns maximal cooldown between adjusting resistances.
        • [float] getResistancesPool(): Returns total resistance pool that may be distributed.
        • [float] getResistancesRemaining(): Returns the remaining amount of the resistance pool that can be distributed.
        • [0 or 1] inLockdown(): Returns whether the base shield is currently in lockdown.
        • [float] getLockdownRemaining(): Returns the remaining time of the base shield lockdown.
        • [0 - 23] getLockdownExitTime(): Returns the hour since midnight of the preferred lockdown exit.
        • [0 or 1] setLockdownExitTime([int] hour) : Set hour since midnight for the preferred lockdown exit.
        • [table] getStressRatio(): Returns ratio per damage type of recent weapon impacts after applying resistance.
        • [table] getStressRatioRaw(): Returns ratio per damage type of recent weapon impacts without resistance.
        • [float] getStressHitpoints(): Returns stress, that is the total hit points of recent weapon impacts after applying.
        • [float] getStressHitpointsRaw(): Returns stress, that is the total hit points of recent weapon impacts without resistance.
    • Integrated a brand new 3D system map with new interactions.
      • Overlays and displays for the planets, safezones and constructs on the map.
      • Improved map performance for large amounts of constructs.
    • Construct Speed Revamp
      • Maximum reachable base speed is now based on a construct’s mass.
      • Stasis weapons apply a maximum speed reduction to a construct.
      • Rocket engines apply a maximum speed boost to a construct while firing.
    • Space Market
      • Aegis: a new market in space can now be found and traded on.  The Aegis has a public warp beacon for easy access.
      • The Aegis Market has a 50km interdiction zone surrounding it that blocks space and static construct deployment.
    • Shuttle Landing
      • With the addition of Haven, a new satellite of Alioth, the Shuttle Landing buildings on Alioth and Sanctuary have been revamped to include shuttle services between Alioth, Sanctuary and Haven.
    • Mining Units Lua API
      • A new set of functions have been added to mining units allowing Control Units to gather information from a mining unit such as when it was last calibrated, its percentage, the location of the surface ore that was the result of the last calibration, and more.
      • Added Lua functions :
        • [string] getStatus() : Returns the current status of the mining unit ("STOPPED", "STALLED", "RUNNING").
        • [float] getRemainingTime() : Returns the time remaining on the drilling process.
        • [int] getActiveOre() : Returns the id of the current selected resource.
        • [table] getOrePools() : Returns the list of resources pool on the territory. Each resource pool object of the list contains ‘id’, ‘available’ and ‘maximum’ fields.
        • [float] getBaseRate() : Returns the base production rate of the mining unit.
        • [float] getEfficiency() : Returns the production efficiency of the mining unit.
        • [float] getAdjacencyBonus() : Returns the territory's production adjacency bonus factor. This value will only be updated when a new batch is started.
        • [float] getCalibrationRate() : Returns the current calibration rate of the mining unit.
        • [float] getOptimalRate() : Returns the optimal calibration rate of the mining unit.
        • [float] getProductionRate() : Returns the production rate of the mining unit.
        • [vec3] getLastExtractionPosition() : Returns the position of the extracted ore during the last calibration in world coordinates.
        • [int] getLastExtractingPlayerId() : Returns the ID of the last player who calibrated the mining unit.
        • [float] getLastExtractionTime() : Returns the time in seconds since the last calibration of the mining unit.
        • [float] getLastExtractedVolume() : Returns the amount of ore extracted during the last calibration.
        • [int] getLastExtractedOre() : Returns the id of the extracted ore during the last calibration.
      • Added Lua events :
        • [event] statusChanged([string] status) : Emitted when the mining unit status is changed. Provide the new status.
        • [event] completed([int] oreId, [float] amount) : Emitted when the mining unit completes a batch. Provide the item ID of the mined ore and the amount mined in the batch.
        • [event] calibrated([int] oreId, [float] amount, [float] rate) : Emitted when the mining unit is calibrated. Provide the item ID of the extracted ore, the amount extracted and the new calibration rate.
      • Added new Lua Item API :
        • [table] system.getItem([int] id) : Return the item table corresponding to the given item ID :
        • [int] id : The ID of the item.
        • [string] name : The name used to define the item.
        • [string] displayName : The name of the item used in the game.
        • [string] locDisplayName : The name of the item used in the game in the language of your game.
        • [string] displayNameWithSize : The name of the item used in the game with the size (XS,S,M,L).
        • [string] locDisplayNameWithSize : The name of the item used in the game with the size (XS,S,M,L) in the language of your game.
        • [string] description : The description of the item in English.
        • [string] locDescription : The description of the item in the language of your game.
        • [string] type : The type of item.
        • [float] unitMass : The unit mass of the item.
        • [float] unitVolume : The unit volume of the item.
        • [int] tier : The tier of the item (1 to 5).
        • [string] size : The size of the item (xs, s, m, l).
        • [string] iconPath : The path of the item's icon in the game files (usable on the screens).
    • New Lua Screen Update
      • Changed screens and signs resolution.
      • Added HDR color support.
      • Added SDF fonts support and improved fonts quality.
      • Added new or changed existing text functions :
        • [int] loadFont([string] fontName,[int] defaultSize) - The font size setting becomes the "default" font size and can be changed during script execution with the setFontSize function.
        • addText([int] layer,[int] font,[string] text,[float] x,[float] y) - Now supports the following properties : fillColor, shadow, strokeColor, strokeWidth.
        • [float] getFontSize([int] font) : Return the currently-set size for the given font.
        • setFontSize([int] font,[int] size) :Set the size at which a font will render.
        • setDefaultTextAlign([int] layer,[int] alignH,[int] alignV) : Set the default text alignment of all subsequent text strings on the given layer.
      • Added layers transforms functions :
        • setLayerOrigin([int] layer,[float] x,[float] y) : Set the transform origin of a layer; layer scaling and rotation are applied relative to this origin.
        • setLayerRotation([int] layer,[float] rotation) : Set a rotation applied to the layer as a whole, relative to the layer's transform origin.
        • setLayerScale([int] layer,[float] sx,[float] sy) : Set a scale factor applied to the layer as a whole, relative to the layer's transform origin.
        • setLayerTranslation([int] layer,[float] tx,[float] ty) : Set a translation applied to the layer as a whole.
        • setLayerClipRect([int] layer,[float] x,[float] y,[float] sx,[float] sy) : Set a clipping rectangle applied to the layer as a whole.
      • Added new shapes and image related functions :
        • addBezier([int] layer,[float] x1,[float] y1,[float] x2,[float] y2,[float] x3,[float] y3) : Add a quadratic bezier curve to the given layer. Supported properties: shadow, strokeColor, strokeWidth.
        • addImageSub([int] layer,[int] image,[float] x,[float] y,[float] sx,[float] sy,[float] subX,[float] subY,[float] subSx,[float] subSy) : Add a sub-region of an image to the given layer. Supported properties: fillColor, rotation.
        • [float],[float] getImageSize([int] image) : Return the width and height of an image.
        • [string] getLocale(): Return the locale in which the game is currently running (“en-EN”, “fr-FR”, “de-DE”).

    Balance Changes

    • Talent point gain changes
      • Unqueued talent point gain per second: 0.1>1
      • Queued talent point multiplier: 15>1.5
      • This means your talent point gain per minute will go up from 1 to 60 when not training anything. Your training talent point gain will remain at 90.
    • Element Mass changes:
      • Warp Drive: 31000kg > 75000kg
      • Large Gunner Module: 11000kg > 16000kg
      • Medium Gunner Module: 2000kg > 4250kg
      • Extra-Small Adjustor: 22kg > 25kg
      • Small Adjustor: 42kg > 100kg
      • Medium Adjustor: 200kg > 450kg
      • Large Adjustor: 1000kg > 1550kg
      • All Small Shield variations: 3300kg > 5000kg
      • All Medium Shield variations: 17000kg > 30000kg 
      • All Large Shield variations: 92000kg > 125000kg 
      • All medium weapons: x1.5~ (roughly 2850kg > 4275kg)
      • All large weapons: x1.25~ (roughly 15000kg > 19000kg)
    • Shield Generator HP changes:
      • Base values for Extra-Small Shield: 500000 > 450000 
      • Base values for Small Shield: 2000000 > 1750000 
      • Base values for Medium Shield: 7500000 > 5000000 
      • Base values for Large Shield: 20000000 > 10000000
    • Railgun fittings costs changed
      • XS: 400 > 375
      • S: 2000 > 1875
      • M: 10000 > 9375
      • L: 50000 > 46875
    • Command seat changes
      • Fittings capacity: 125000 > 175000
      • Large weapon slots: 0 > 3
      • Element Mass: 158 > 3500
    • Atmospheric Radar Ranges changed
      • Max visibility range: 5000m > 10000m
      • Atmospheric Radar S: All identification ranges set to 2000m
      • Atmospheric Radar M: All identification ranges set to 4000m
      • Atmospheric Radar L: All identification ranges set to 8000m
    • Balanced existing space and atmospheric engines variation:
      • Freight: Light, Best Fuel Reduction, Worse T50
      • Maneuver: Good Fuel Reduction, Good T50
      • Military: Best thrust, More fuel Consumption
      • Safe: Minor Fuel Reduction, Best T50, Removed thrust penalty
    • Added exotic space and atmospheric engine variations.
    • Added variations up to tier five for Hover Engines and Vertical Boosters
      • The freight variation consumes less fuel but has smaller range
      • The military variation is more powerful but consumes more fuel
      • The maneuver variation has more range but is less powerful
    • Added variations for Item containers
      • The optimized variation is lighter and has more capacity.
      • The gravity-inverse variation reduces the mass of contained materials, but it is heavier when empty, and has reduced max volume.
    • Added variations for Shield Generators
      • The active shield generator variant boasts a reduced venting cooldown and stronger venting regeneration at the cost of adjustable resistances and resistance adjusting cooldown.
      • The variable shield generator variant boasts stronger adjustable resistances and resistance adjusting cooldown at the cost of base shield health.
      • The capacitor shield generator variant boasts a stronger base shield health at the cost of venting cooldown and venting power reductions.

    Gameplay Changes

    • [Mining Units] Changed the extraction point to the bottom of mining units.
    • [Mining Units] Changed the scoring in the extraction minigame, so that hotspots now have a "plateau" where the score will be 100%. This makes it easier to get a 100% score in the minigame, without having to target a specific pixel on the hotspot.
    • [Parenting] Allow to force undock any construct you’re aiming at (with proper rights).
    • [Mining tool] Improve tool behavior consistency.
    • [Harvesting tool] Unify tool behavior with mining tool with an auto mode (MMB) and improve consistency.
    • [Elements] Element deactivation due to collisions is slightly more tolerant on existing constructs for backward compatibility.
    • [Lua] getTime() is now deprecated, because it depends on the time zone. You can use instead :
      • [float] getArkTime() : returns the current time since the arrival of the Arkship on September 30th, 2017.
      • [float] getUtcTime(): Return the current time since January 1st, 1970.
      • [float] getUtcOffset(): Return the time offset between local timezone and UTC.
    • Some Aphelia hauling missions are now considered "special" missions.
    • Players will see only a subset of special missions for a given day. A different player may not see the exact same special mission.
    • When taken, special missions have a specific remaining time (likely 24 hours).
    • Special mission packages still block warp drive (this point is unchanged from the current mechanics, but we’re reinforcing it for clarity)
    • [Piloting] Trajectory display mode is no longer available to passengers.


    Improvements

    • [Blueprints] A preview of the constructs honeycomb is now displayed while deploying a blueprint.
    • [Rendering] Improved the water rendering.
    • [Rendering] Improved the look of the terrain.
    • [Rendering] Introduced new skybox background.
    • [Rendering] Improved the far ground voxels rendering.
    • [Rendering] Improved the appearance of volumetric clouds.
    • [Rendering] Introduced new star rendering to improve the skybox visuals.
    • [Rendering] Small performance improvement on the main light of the world.
    • [Rendering] Fixed an issue where screen units could appear all-white and fail to render until relogging.
    • [Rendering] Removed the limit on the maximum number of marks displayed in the world (which was 58). Now the client returns all marks that need to be returned, regardless of the number of marks displayed.
    • [Rendering] Improved the appearance of secondary lighting from the surrounding environment.
    • [Rendering] Fixed glitched preview of Luminescent White Glass.
    • [Server] Improved performance of the mesh generation backend.
    • [UI] Added a filter (and sort) panel for elements listed in maps. Allowing to filter by owner, name, construct type, and/or sort on name/distance/owner.
    • [UI] Various UI polish.
    • [UI] Polished widgetstack UI style.
    • [UI] Improved controls settings UI buttons.
    • [UI] Improved industry batch time precision.
    • [UI] Reactivated inventory background.
    • [UI] Added the current UTC time on the HUD.
    • [UI] Added mining unit type for the notification panel.
    • [UI] Activated more build helper infos for piloting helper.
    • [UI] Move container total items at the bottom of the panel.
    • [UI] Adding specific chat color for Novaquark staff and Community helpers.
    • [UI] Modified a few icons in notification panel for: General, barter, industry and RDMS.
    • [VFX] Improved flashlight VFX.
    • [VFX] Reworked all engine VFX.
    • [VFX] Updated VFX when warping.
    • [VFX] Updated VFX when going at high speed.
    • [VFX] Replaced explosion VFX & SFX from weapons.
    • [VFX] Harvesting ores now do not glow by default. They now only glow when the player equips the harvest tool.
    • [Physics] Conserve momentum when mass is increased before resuming speed.
    • [Voxels] Optimized some voxel operations.
    • [Voxels] Added assignable custom keybindings for Vertex Precision Tool.
    • [Lua] Disabled code dumping provided by string library.
    • [Lua] Lua constants library now returns read-only constants.
    • [Markets] Simplified bots market orders by removing the spread.
    • [Network] Avatar color changes are now replicated in real time over the network.
    • [SFX] Close avatars now emit footstep sounds
    • [SFX] Footstep SFX are now adapted to the current surface being walked on.
    • Escape key no longer closes the game.
    • [GunnerUI] Improve feedback synchronization for firing and weapon impact.
    • [Tools] Added new sounds to many tools.
    • [Codex] Improved search functionality by highlighting the word search in the codex text, and by filtering the navigation menu in order to display main categories which are from the highlighted words.
    • [Market landing pads] Removed lamp posts from the landing pads, added more emissive voxels for better visibility
    • [FTUE] Various Aphelia speech tweaks
    • [FTUE] Added untab step after exiting the map
    • [FTUE] Added step before the outpost screen tutorial to detect if the player has a tool equipped. if yes, Aphelia explains how to unequip the tool
    • [FTUE] Aphelia recommends the Talents mini-tutorial when explaining the outpost objective screen.
    • [FTUE] Outpost objective screen now notes that it is Work In Progress
    • [FTUE] Improved outpost objective screen descriptions to show which mini-tutorials are available and which are not.
    • [Avatar creator] Added music.
    • Detection zone can now be triggered when sitting on a chair, or when using an elevator.
    • Display a notification when trying to disband an organization which has the role of superlegate in another organization.
    • Updated the roadmap.
    • [System map] Drawn distance meter between player & hovered item (if no item is selected).


    Bug Fixes

    • Fixed a precision issue with coordinates.
    • [UI] Interchanged territory and organization icon.
    • [SFX] Fixed sound remaining off after any loading screen.
    • [SFX] Fixed metal cracking sound still playing after a ship crash.
    • [UI] Fixed missing space construct icon on minimap.
    • [UI] Fixed the map selection picker not always displayed.
    • [UI] Sell order notification no longer shows the market name as 'market'.
    • [UI] Fixed button clicking sound played twice on sell/buy button on market UI.
    • [Linked container] Fixed an inconsistent message upon breaking/restoring the container.
    • [Achievement] Wealthy achievement quanta requirement increased from 100 000 to 400 000.
    • [Rendering] Fixed water ship “cutout” glitch.
    • [Rendering] Fixed multiple visual bugs with water.
    • [Rendering] Fixed volumetric fog visibility through clouds.
    • [Rendering] Fixed fuel container highlights not displayed in some cases.
    • [Rendering] Fixed missing screen space shadows (additional shadows for grass).
    • [Rendering] Fixed Alioth water not being rendered when getting close to Sanctuary.
    • [Rendering] Fixed some aliasing issues in the character customization and the periscope views.
    • [Rendering] Fixed screen units not being visible through certain transparent elements such as force fields.
    • [Radars] Fixed construct position incorrectly updated.
    • [Radars] Fixed construct mass incorrectly displayed by Radars.
    • [Lua] Fixed Lua parameters editing fails.
    • [Lua] Fixed implicit activation of ControlUnits on broken constructs.
    • [Lua] Fixed construct mass sometimes incorrect in the api lua when using a programing board.
    • [Lua] Fixed an issue where the Lua screen unit setOutput command could fail under rare circumstances.
    • [Parenting] Fixed avatar not kickable once boarded.
    • [Parenting] Fixed broken force-undocking a child construct from the build helper.
    • [Parenting] Fixed "Undock from" incorrect message, and appearing when not docked.
    • [Parenting] Fixed a bug where docked construct mass would sometimes contribute twice.
    • [Parenting] Prevent docking when maneuvering other player’s constructs on your territory.
    • [Parenting] Added notification error when attempting to manually dock or undock in automatic mode.
    • [Warping] Ship speed is now always 0km/h when reaching destination.
    • [Warping] Fixed negative distance when the warp target was too close.
    • [Settings] Fixed decor display distance setting that was not saved.
    • [Tutorials] Fixed players able to interact with elements in the market tutorials before being asked to.
    • [Tutorials] Fixed market tutorial locking when entering incorrect amounts in the buy and sell portions of the tutorial.
    • Prevent implicit activation of ControlUnits on broken constructs.
    • Fixed an issue where shadows could appear very detached from their casting object.
    • Fixed an issue where light rendering could appear cropped at a certain radius.
    • Display the correct tile owner name inside the requisition popup.
    • Hide requisition context menu if the player is not the owner, legate or super legate of the organization who possess the tile.
    • [Periscope widget] Fixed display if no target is selected.
    • [Marks] Displayed distance matches distances from radar when piloting or in a Gunner Module.
    • Restored notification to the construct owner when the construct is damaged (PVP).
    • Fixed: Display lockdown countdown in the reticle.
    • Editing Lua parameters now works on complex scripts.
    • Context menu on item in linked container while market panel is opened is now consistent with context menu for item in inventory while market is opened.
    • [Radar] Spurious far targets no longer appear.
    • Fix some cases where bookmarks are replaced with the respawn point.
    • [PvP] Fixed a bug where reloading/unloading weapons triggered Combat Lock.
    • Removed sound environment being duplicated when entering a tutorial or a surrogate session.
    • Fixed a bug where you were allowed to tokenize a construct that you are piloting with a remote controller, leaving the construct stuck in remote control.
    • [Linking] Added more notifications when linking or unlinking fails.
    • Fixed some chat messages that were received several times, or weapon shots that were triggered several times.
    • Notification "You died at xxxx Check the last death position bookmark in the map" is no longer added multiple times.
    • Fixed inspecting item inside build helper elements report which close the enhanced mouse mode.
    • Fixed a problem where the player would sometimes get stuck when logging out in a seat.
    • [FTUE] Changed "RMB" for "LMB" when explaining the Outpost Objective screen.
    • Fixed Transfer Unit stay default state.
    • [Planet/system map] Fixed owner sometime not being displayed on first click (part of DU-34818)
    • Fixed territory tooltip for expired territories in the territories list of the map.
    • Don't show the warning/info icon (concerning territory status explanation) on territory not owned by the player or one of his organization).
    • [FTUE tile selection] Fixed owner of an owned territory not being displayed on first click.
    • Fixed a looping calibration sfx not being correctly stopped when existing calibration modal in loading step.
    • Allowed the use of  '-|' in bookmark name & description.
    • [UI] Fixed dropdown being cut in the mission search panel (for destination dropdown).
    • Added a small delay (100ms) before doing a drag start. This reduces risk to unintentionally start (and end) a drag, when quickly selecting multiple items in inventory.
    • Regen crafting queue display on active container switch. Avoiding ingredient list of futur recipes displaying available ingredients that were in the previous container.
    • Removed the final "." in the renamed territory modal title.
    • Fixed a bug where the player could enter build mode during FTUE landing sequence.
    • Fixed a bug where the player could not achieve a tutorial requiring nanocrafter if they had previously performed a search in the item hierarchy.
    • Added confirmation pop-up for back and forward tutorial step keys.
    • Fixed displayed acceleration at low framerate.


    Crash Fixes

    • Fixed rare crash on game shutdown.
    • Fixed rare crash and freeze during loading.
    • Fixed uncommon crash when entering a Gunner seat.
    • Fixed a crash when accepting a barter request twice.
    • [GunnerUI] Fixed occasional crashes when changing cameras.


    Known Issues

    • Space Mining Units and Plasma Collector Lua API will not yet be implemented, but will come in a future minor update.
    • The Objective screens in the Outposts are Work in Progress. Not all tutorials will trigger. The text on the Objective screen indicates which tutorial triggers and which is coming soon.
    • [FTUE] Speeder step sometimes fails to deploy, speeder too far. We are investigating the issue, this issue can be self-resolved by disconnecting and reconnecting to the game.
    • [FTUE] Localization has not been completed for the new tutorial and is currently only available in English.
       

     

    Thank you all for your support!

    - Deckard

  2. 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’!

     

    image1.jpg

     

    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!
     

  3. 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!

  4. server_status_-_maintenance.png


    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!

  5. Hello Noveans,

     

    We have released an update today, DU is now in version 0.28.4. The changes can be found below:

     

    Crash Fix

    • Fixed a crash when resizing the window to zero.


    Bug Fixes

    • Removed “Error” items appearing in the market.
    • [Hovercraft Upgrade Tutorial] Last objective now displays the correct title and description.


    Miscellaneous

    • Updated in-game roadmap
    • Reduced IAR time window between when constructs enter the unclaiming phase and when constructs are effectively abandoned to a maximum of five minutes.
       

    Thank you all for your support!

    - Deckard

  6. Hello Noveans,

     

    We have released an update today, DU is now in version 0.28.3. The changes can be found below:

     

    Improvements

    • Improved the inactive asset requisitioning (IAR) detection of constructs at high altitudes that had been excluded from Aphelias abandonment algorithm. The altitude limit is now the same as the space core deployment altitude minus a small margin to keep constructs docked to space cores safe from Aphelia’s IAR.


    Bug Fixes

    • Maximum organization construct count is no longer decreased if legates with higher talents enter VR.
    • Prevent space cores from being deployed on planets in some circumstances.
    • [Market] Fixed quantity input that reset every few seconds.
    • Fixed a freeze that occured when opening/closing the left global menu a lot during a same game session.
    • Fixed broken elements replaced by new ones sometimes reverting themselves to a destroyed state after some time.


    Exploit Fixes

    • [Lua] Removed the ability to write to logs with the playSound function.

     

    Thank you all for your support!

    - Deckard

  7. Hello Noveans,

     

    We have released an update today, DU is now in version 0.28.1. The changes can be found below:

     

    Improvements

    • Improved framerate when piloting construct with lots of hover engines.
    • [Codex] Added the path to the audio folder in the description of the system.playSound() function.
    • Removed the email and IP address from the logs. Please keep in mind that the logs may contain sensitive information. If you share them with others, you do so at your own risk.
    • Constructs higher than 5 km altitude on each planet are not subject to Aphelia Inactive Assets Requisitioning (IAR), even if above Aphelia’s territory.


    Crash Fixes

    • Fixed a crash when looking at a construct parented to a Thades asteroid.
    • Fixed a rare crash near some constructs with emissive voxels.
    • Fixed a potential client lag (and crash) when a player receives too many chat messages from the server.


    Bug Fixes

    • Fixed a bug where the in-game speed of a ship would sometimes be slower than the displayed speed.
    • When landing a construct on an Aphelia tile, docked construct IAR timer is now properly initialized.
    • Fixed an issue where some constructs with emissive voxels could turn dark when seen from some angles.
    • Fixed a bug that yielded empty results when opening Aphelia’s mission package.
    • Fixed broken avatar customization "Resume" button.
    • Fix linked containers being seen as empty after a barter while having the nanopack as an active container.
    • Fixed "Current calibration" display in in-game extracting mini-game state. (Current calibration is now calibration before consuming the calibration charge i-e => 0 for a new mining unit).
    • Fixed "last recalibration tooltip" displayed a "last calibrated" not valid. 
    • Disabled input number fields no longer allow interaction with arrows on the input (notably in hauling details for reward/collateral).
    • Fix being unable to update a buy order if you do not have enough money in your current wallet for the whole new price rather than requiring money for only the difference in price + taxes.
    • Fixed "X available at that price" missing a space and a number of other typographical errors.
    • Fixed best market price (both local, and average best in the universe) not being displayed in some situations.
    • Fixed arrow of dropdown blocking click to open the dropdown
    • Updated organization disband text to clearly state that all constructs owned by a disbanded org will be abandoned. (The behavior was not modified, it is only an additional feedback on the disband org text.)
    • Fixed talents ordering in the talent wheel display on a talent group. It should now better match the order of the talent in the dropdown.
    • Fixed screenshots that were not saved correctly.


    Known Issues

    • Packages cannot be unpacked unless you are < 70 meters from your linked container.
    • A bug prevents the player from warping when Warp Cells are self-claimed.
       

    Thank you all for your support!

    - Deckard

  8. 12 hours ago, TobiwanKenobi said:

    It appears to me that the VPT has some problems either with a bug or with UX design in general. When I click on a vertex the selected vertex position seems to default to a position far from where it was before you selected it. This forces the user to make more changes than they should have to when repositioning a vertex.

    When you select a vertex with the VPT, the position of the VPT tool vertex representation should be where it was before you selected it.

     

    3 hours ago, m0rrtson said:

    NQ,

     

    Issue with VPT tool : when you select the voxel, it jumps far from its original place. ( If you do it after re-login - first placement is in place, not jumping away ).

    Basically it remembers the last position of the voxel you worked with, and if you select another voxel, it will jump to that position ( delta X, delta Y, delta Y ) of previously edited voxel.

     

    // M

     

    3 hours ago, TobiwanKenobi said:

    ISSUE #1: Strange cursor behavior.
    As stated in the VPT devblog:
    "-[Press] The End key to send your cursor to the last confirmed coordinates. (This also happens by default when you change vertices.)"

    Please change this! Or at least give us an option to change the normal setting. The cursor should not default to the last confirmed coordinates, it should default to the current vertex coordinates. The use-cases for a last confirmed start position are few - players usually want to start at the current vertex coords. Having to press 'Home' every time I select a vertex is awkward.

     

    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. :) 

     

    3 hours ago, TobiwanKenobi said:

    ISSUE #2:  Difficulty in selecting vertices that are distant from their natural position(0,0,0).

    Situation: I have a thin voxel plate that is 1/14vx thick. (The top of voxel is squished down to 1/14vx above the bottom) I want to select one of the top vertices, but I can't. The tool only allows me to select the bottom vertex. I am forced to place another voxel above the thin plate that stretches down to meet the plate and gives me something to click on where the vertex I want to select is.

     

    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.

     

    3 hours ago, TobiwanKenobi said:

    ISSUE #3: Difficultly in properly viewing the vertex you're editing, especially if it's down at your feet.

    This one is self-explanatory. I can't really see what I'm doing when the vertex is down at my feet or otherwise far from my POV. Of course we have the vertex coordinates to give us information on the vertex, but that leaves visualzation difficult.  I don't know how we could go about improving this besides allowing players to phase through voxels and elements in build mode, which I know is off-limits. Perhaps a player-view zoom feature could be helpful - usable with a hotkey? Binoculars built into your nano-suit helmet. :P

     

    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.

     

    3 hours ago, TobiwanKenobi said:

    ISSUE #4: My avatar arm and tool is, as always, in the way.

     

    This is something we will be discussing internally.

     

    3 hours ago, Musclethorpe said:

    Can you give us any more information on space wrecks? Are they permanent? Do they respawn weekly? Can we replace their core/repair modules and fly them away?

     

    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! ;) 

     

    1 hour ago, kulkija said:

    Does it include situation where un-subbed player has its personal tiles set as HQ

     

    Not currently, but it may be implemented in a future update, as was stated to the same question during the Demeter release. 

  9. 49 minutes ago, kulkija said:

    Are Territory units included to Inactive Asset Requisitioning (IAR)?
    If not please add them to IAR on upcoming updates.

     

    This is what territory upkeep is for. :)

     

    40 minutes ago, kulkija said:

    Is there a conflict between Promo video (1:21) where player repairs abandoned construct's core and this note from patch-notes:

    image.png.b8eb70ae60bec4414908e7f0b1a3ceac.png

     

    https://youtu.be/c1B0s6ttFpg?t=81 

     

    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.

     

    15 minutes ago, Endstar said:

    Appears like Super Legates giving core slots to their org needs a bit of a review. 

     

    Could you be a little bit more specific? 

  10. Hello Noveans,

     

    We have released the Panacea update today, DU is now in version 0.28.0. The changes can be found below:

     

    New Features

    • Vertex Precision Tool
      • This is a new tool that will enhance the precise manipulation of the shapes of voxels by allowing a player to move the individual vertices.
        • Home  sets the cursor to the currently-selected vertices position.
        • End  resets the cursor to the last applied position.
        • Alt + Home  sets the cursor to the centered 0, 0, 0 coordinates.
        • X  toggles the grid display.
        • Ctrl + Scroll  adjusts the grid size.
        • The Arrow keys and Page Up/Down are used to move the cursor.
      • The grid is not displayed for the smallest two grid sizes.
    • Space wrecks
      • Players will now be able to find randomly-spawned shipwrecks in space throughout Helios.
      • There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency. The highest-tier wrecks will be harder to find; those who discover and harvest them will be rewarded with high-value materials and elements.
    • Inactive Asset Requisitioning (IAR)
      • This new system offers salvaging opportunities for active players.
      • Inactive Assets
        • When the subscription for an account is canceled and becomes inactive, a 90-day countdown timer begins on all the constructs owned by that account. Once those 90 days have passed, the construct is then abandoned.
        • This also applies to constructs belonging to organizations, based on when the account of the last remaining legate becomes inactive after unsubscribing.
        • These abandoned constructs can be claimed by any player or organization, just like any other abandoned construct.
        • Constructs that have been abandoned for more than 30 days will be removed automatically.
      • On Aphelia Territories
        • Regardless of account activity, constructs parked on Aphelia territories will become subject to abandonment if not piloted for seven days.
        • Constructs on Aphelia territories will be automatically removed if left in an abandoned state for longer than 48 hours.
      • On Sanctuary
        • Your constructs are safe on your territory.
        • Aphelia territory rules still apply on Sanctuary Aphelia territories.
    • Changes to organization construct ownership (construct slots)
      • A new organization construct system has been introduced. The limit of constructs that can be owned  by an organization is now based on the lowest of two parameters:
        • The organization’s legate with the highest level in the Organization Construct Management talents.
        • The organization's slot count, which is assigned to the organization by players from a player’s available pool.
      • Each player now has 10 base construct slots they can assign to any organization of their choosing.
        • Added a new Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by three per level.
        • Added a new Advanced Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by five per level.
        • Added a new Improved Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by 10 per level.
      • Base personal construct slot count increased from two to 10.
        • Bonus from Core Unit Upgrades talent increased from two to three constructs per level.
        • Bonus from Advanced Core Unit Upgrades talent increased from one to five constructs per level.
        • Introduced new Improved Core Unit Upgrades talent for 10 constructs per level.
      • Legate Organization Construct Management talents no longer grant direct construct capacity to the organization but provide a maximum limit on construct count in the organization. Talent points previously invested in these talents have received a one-time reset and are free to be spent once more.
        • Organization Construct Management talent now increases the organization's maximum construct count by 25 per level.
        • Organization Construct Management Specialization talent now increases the organization's maximum construct count by 75 per level.
        • Advanced Organization Construct Management talent now increases the organization's maximum construct count by 225 per level.
      • New UI for organizations allowing for insight into their construct slot availability and usage count as well as visibility on abandoned construct and slot allocation given by individual players to the organization.
      • In a future update, organizations with constructs in excess of their capacity will receive an in-game warning during a bi-weekly construct check. If the organization doesn’t rectify the construct slot excess, random constructs belonging to that organization will be marked as  abandoned from the organization until the available slots and constructs are reconciled.
      • Introduced new JSON export to clipboard buttons in the Organization Construct UI.
    • RDMS UI polish
      • The RDMS UI has undergone a pass for improvements and polish to bring them more inline with other interfaces.
      • Dropdown elements are now removed from the dropdown when added to the list of selected elements. 
    • Talent UI polish
      • The Talent UI has undergone a pass for improvements and polish to bring them more inline with other interfaces.
      • Added Talent search field.
      • Added the option to hide completed talents.
      • Collapse All and Expand All buttons added.
      • Clear Queue button added.
    • Camera Lua API
      • Added Lua Camera API, under System:
        • [event] system.cameraChanged([int] mode): Emitted when the player changes the camera mode.
        • [number] system.getCameraHorizontalFov(): Return the current value of the player's horizontal field of view.
        • [number] system.getCameraVerticalFov(): Return the current value of the player's vertical field of view.
        • [int] system.getCameraMode(): Returns the active camera mode.
        • [bool] system.isFirstPerson(): Checks if the active camera is in first person view.
        • [vec3] system.getCameraPos(): Returns the position of the camera in construct local coordinates.
        • [vec3] system.getCameraWorldPos(): Returns the position of the camera in world coordinates.
        • [vec3] system.getCameraWorldForward(): Returns the forward direction vector of the active camera in world coordinates.
        • [vec3] system.getCameraWorldRight(): Returns the right direction vector of the active camera in world coordinates.
        • [vec3] system.getCameraWorldUp(): Returns the up direction vector of the active camera in world coordinates.
        • [vec3] system.getCameraForward(): Returns the forward direction vector of the active camera in construct local coordinates.
        • [vec3] system.getCameraRight(): Returns the right direction vector of the active camera in construct local coordinates.
        • [vec3] system.getCameraUp(): Returns the up direction vector of the active camera in construct local coordinates.
      • Added Lua Camera API, under Unit:
        • [bool] unit.isMasterPlayerSeated(): Checks if the player currently running the control unit is seated.
        • [int] getMasterPlayerSeatId(): Returns the UID of the seat on which the player currently running the control unit is sitting.
        • Deprecated system.getFov() function to be renamed by getCameraHorizontalFov().

     

    Balancing

    • Abandoned construct core units can now only be replaced with new core units and can no longer be repaired with scrap.
    • Base personal construct availability has been increased to 10.
    • New organization construct slot has been added at a base level of 10.

     

    Talents

    • Existing talent changes:
      • Bonus from Core Unit Upgrades talent increased from two to three constructs per level.
      • Bonus from Advanced Core Unit Upgrades talent increased from one to five constructs per level.
      • Organization Construct Management talent now increases the organization's maximum construct count by 25 per level.
      • Organization Construct Management Specialization talent now increases the organization's maximum construct count by 75 per level.
      • Advanced Organization Construct Management talent now increases the organization's maximum construct count by 225 per level.
    • New talents added:
      • Added new Surface Harvester talent group
        • Added new Surface Harvesting Efficiency talent, decreasing surface harvesting time by 10% per level.
        • Added new Improved Surface Harvesting Efficiency talent, decreasing surface harvesting time by 5% per level.
        • Added new Surface Harvesting Optimization talent, increasing surface harvest output by 5% per level.
        • Added new Improved Surface Harvesting Optimization talent, increasing surface harvest output by 3% per level.
      • Added new Improved Core Unit Upgrades talent for 10 personal constructs per level.
      • Added a new Organization Construct Slot Optimization talent increasing a players available organization construct slot count by three per level.
      • Added a new Advanced Organization Construct Slot Optimization talent increasing a players available organization construct slot count by five per level.
      • Added a new Improved Organization Construct Slot Optimization talent increasing a players available organization construct slot count by 10 per level.

     

    Improvements

    • Upon death, items in packages in inventory that should be preserved are now placed  in the inventory.
    • [UI] Polished RDMS interface.
    • [UI] Polished FTUE objectives.
    • [UI] Hide basic controls reminder when empty.
    • [UI] Added a basic controls reminder entry for the link tools Hold Ctrl input.
    • [UI] Added error notifications for the Planet Smoothing tool.
    • [UI] Cursor now displays "Asteroid" when looking at an asteroid.
    • [UI] Added a notification when the Refuelling tool runs out of available fuel.
    • [UI] Added a notification when the use of the Flattener tool is forbidden.
    • [UI] Add Search inputs in the dropdown of marketplaces in the Market panel.
    • [UI] Removed the switch button in the Market panel to switch between buy and sell orders.
    • [UI] Added a better error message when dropping a non-munition into an ammunition container.
    • [UI] Add Search inputs in the dropdown of the RDMS panel for tags, policies, and actors when there are more than 10.
    • [SFX] Updated sound effects for harvesting tools.
    • [Gameplay] Improved detection zone precision.
    • [Gameplay] When you lock on a player, their position is now visible on the map.
    • [Territory Scanner] Territory Scanner state is now persistent across all players and logging out.
    • [Achievement] Added space between quanta amount and quanta symbol in achievement descriptions.
    • [Talent UI] Added Search input to search talent and talent group by name or description.
    • [Talent UI] Improved visual feedback on the Talent queue.
    • [Talent UI] Added the auto-scroll when dragging a talent in from the Talent queue.
    • [Talent UI] Modified talent level selection when there are few levels currently in the Training queue.
    • [Talent UI] Selecting the Home button unselects the current selected talent and meta group.
    • Added a setting to skip most of the transitions in calibration mini-game. (Checkbox bottom left on Pre-calibration page.)
    • Calibration mini-game speed increased. (Faster probe move speed, faster action placement confirmation.)
    • Allow industry units to run on inactive territories.
    • Added "clear channel" & "copy channel content to clipboard" on chat channel context menu.
    • [Lua] Completely removed following client log writing functions from Lua.
      • logInfo()
      • logWarning()
      • logError()
    • [Lua] Added sound Lua API, under System:
      • playSound(filePath) : Play a sound file from your sound user folder. Only one sound can be played at a time. The audio files can be added to your user folder in “My Documents/NQ/DualUniverse/audio/”
      • stopSound(): Stop the currently playing sound.
    • Enabled mining unit laser sound impact again.
    • In addition to unclaimed items, players can now use claimed items from the player account.
    • Deploying construct (blueprint or core) and consuming a territory key for an organization is now gated by RDMS. (Standard members will no longer be able to deploy core/blueprint in the name of an organization without appropriate RDMS rights.)
    • Renamed "Organization Wallet" preset tag to "Organization" tag.
    • Added "Deploy or claim organization constructs" RDMS right for org. Description of the right: "Allows someone from the organization to deploy a construct or use a construct token in its name. (Policies including this right must use the 'Organization' tag).”
    • [RDMS] Default sort by name when selecting a different registry.
    • [RDMS] Removed element from the dropdown when it's added to the list during the update of an actor or a policy.

     

    Bug Fixes

    • [UI] Fixed missing avatar icon on friend list.
    • [UI] Tooltips are now adapted to the limits of the screen.
    • [UI] Fixed arrow position on some contextual menus.
    • [UI] Fixed Ctrl+F9 hiding loading screens and menus.
    • [UI] Fixed weapon reload dropdown in the gunner seat.
    • [UI] Fixed missing notification when activating an ECU on a static core.
    • [UI] Fixed long actor names preventing the removal of actors in the RDMS panel.
    • [UI] Fixed the menu lists that have pagination sort by page instead of by list.
    • [UI] Fixed links that were not always hidden when hovering out of an element.
    • [UI] Fixed the fuel time remaining value in the piloting widgets, with a maximum of 24 hours.
    • [UI] Fixed the pagination reset in the RDMS panel when a new tag or policy is created.
    • [UI] Removed unnecessary fields (volume and mass) from the item inspector on construction tokens.
    • [Voxels] Fixed an issue with the grid at LOD superior to 0.
    • [Tools] Fixed links that could appear backward.
    • [Tools] Fixed z-fighting on bidirectional links with the Link tool.
    • [Tools] Line tool is now immediately red when used without material.
    • [Gameplay] Fixed mining units that could be unexpectedly blocked.
    • [Gameplay] Fixed moving multiple items at the same time in the ammo container refusing ammo.
    • [Gameplay] Characters can no longer be stuck in a chair of a tokenized construct.
    • [Lua] Fixed a consistency issue between getMasterPlayerWorldPosition() and getPlayerWorldPosition() which did not return the same position. They now return the position of the player's feet.
    • [Tuto] Players are prevented from piloting a ship before being instructed to.
    • [Tuto] Fixed RDMS tutorial highlight player navigation button.
    • [Tuto] Market Tutorial: Fixed the teleporter allowing the player to complete the tutorial without completing objectives.
    • [Settings] Fixed mouse sensitivity parameter in the settings panel.
    • [Settings] Fixed error log message when sorting an empty table in the RDMS panel.
    • [Rendering] Fixed volumetric clouds on OpenGL
    • [Rendering] Fixed a rare issue where volumetric clouds could appear bright red.
    • [Rendering] Fixed corrupt voxels on planets while terraforming in some locations.
    • [Performance] Reduced framerate stuttering due to visual effect loading.
    • Fixed a bug when creating a mission where visibility dropdown was not reset correctly.
    • Fixed unclear error when creating a hauling mission with a destination container that could not contain the package.
    • [Talent] Fixed meta groups icon position broken after the resize of the screen.
    • [Talent] Level tooltip is updated when a talent level is updated.
    • Fixed soft lock when closing “Edit” or “Create” market order.
    • Fixed Talent group’s data tree collapsing after selection of a talent.
    • Fixed radar widget hovering over detected construct buttons.
    • Fixed a bug where opening the Crafting panel didn't collapse the recipe’s data tree.
    • [RDMS] Fixed sorting of tables with pagination for actors, policies, rights, and tags.
    • [PVP] Fixed radar scan results close to a safe zone border.
    • Quantity of buy/sell market regular order is now displayed properly in the Wallet log.
    • Fixed mining unit animation not launching on relogging.
    • Fixed invalid “Small Market” displayed in market interface, existing market orders that were placed on the invalid “Small Market” have been moved to Alioth District 1 Market.
    • Fixed bogus notifications about constructs on territories owned by someone else where the constructs didn't exist anymore.

     

    Exploit Fixes

    • Fixed an exploit with markets and sandboxed tutorials.

     

    Crash Fixes

    • Fixed a crash with the graphics option "Highlight frontiers on the map" when viewing Alioth Moon 1 or 4 on the map.

     

    Known Issues

    • It is not possible to control the volume of Lua sounds with Lua. This requires more work at the moment.

     

    Thank you all for your support!

    - Deckard

  11. 3 hours ago, Serula said:

    Will players be able to donate org slots beyond the orgs current max slots, whatever those might be for the org at that time? That way player are able to grand a slot buffer in case slots are lost. I don't think any org would max out on their slots if they can't have a buffer beyond their max. And if that is possible will that buffer also be possible beyond the max of 1625 slots? And will players that donate the org slots be notified if they go beyond the org max slots?

     

    Yes the slots can exceed the capacity limit, in practice an organization can only have 1625 constructs due to the limit. It can however have say 10000 slots, this allows for an organization to have some buffer for gains and loses over time.

     

    39 minutes ago, Sabretooth said:

    Nope, still dont like it, I dont like to be restricted in a former free world.

     

    You gave me the chance to save my current 175core spacestation(org 1) and the ship-shop (org 2), but afterwards I cannot expand it.

    I also wonder how it is going to affect my current slots. If you save my station and shop, will I stil have 100/100 slots?

     

    And yes, under 40 orgs have maybe over 200 cores, but most players have multiple orgs that work as one. I have 1 org that handles the spacestation cores, and another org that handels my ships and the shipshop. So its a bit, you know, not fair to say that there are ONLY 40 orgs that are over the 200 cores. The setup for this game made it so that we had to make 'divisions' for our builds.

     

    And the game looks empty already, with just landscapes and few buildings. How are you at NQ going to implement content with these building restrictions?

     

    Also Id like to invite a few devs to come to my base and you can takedown my "MEX 5 series Flight" M-core ship. Maybe then you will realise how much time that takes, and you wont just throw a statement out that reads: "just tear down your builds".

     

     

    We are not telling you to tear down your builds, not at all. Quite the opposite, we love seeing players buildings in the game. 

    What we are saying is that we need you to find a way to support your builds that exceed what we can grant and support you with as a single contributing member of our community.

     

    I wish you all a wonderful weekend, and look forward to reading more feedback on monday.

     

    Sincerely,

    - Deckard

  12. 3 hours ago, Sawafa said:

    1) You mention that only player with RDMS right will be able to place cores for the org. Currently is not the case, any of org members can assign constructs to the organisation. So, this behaviour will be changed, right?

     

    Following some research we found that a lot of smaller organizations tend to assign legates quite liberally. We believe that could be in part due to the inability to deploy constructs in name of an organization directly. However we found there are some inconsistencies and a new right dedicated to the allocation of constructs to organizations seemed to be the right choice.

    So with that, you are correct, this is a new RDMS right we will be implementing. That gives organizations the ability to grant construct assignment capability to members.

    This will cover both tokenization and deployment of new cores in the name of the organization. 

     

    4 hours ago, Sawafa said:

    2) Limit about 5 orgs max per player... So, if I understand correctly, starting from Panacea update there will be no such limit more? As now you can't be the member of more the 5 orgs...

     

    This is indeed currently the case, with the ability to create sub orgs branching from the primary orgs to extend beyond that. And thus this was also part of the problem we faced.

    As such we are still reviewing this at this time, and will likely monitor the impact of construct slots before any changes to the maximum player org membership are considered.

     

    4 hours ago, Kanamechan said:

    Can we consider the limitation of 100 personals + 100 org core are a final decision ?

     

    Things can always change in the future. However currently, for Panacea, these numbers won't change.

     

    3 hours ago, Tional said:

    I'd really like to know how many talents points / days are required to train the Organization Construct Management talents, which determine the maximum number of cores that can be donated to an org. This has been requested/mentioned many times, but never clearly described in a way that will allow us to plan accordingly.

     

    You are refunding points currently spent in the tree, which is great.

     

    You are expanding the benefits of re-training the same tree, for the Legates/Super Legates that choose to do so. (up to 1,625).

     

    But at what cost?

     

    As I've heard some confusion about this in a few places, I'd like to take a moment to reiterate that the old organization talents that we will be refunding, do not grant you slots.

    They simply act as an overarching limit to the absolute maximum amount of constructs permitted inside a single organization.

     

    These talents will remain the same in terms of talent point investment cost, however the bonus they apply has been scaled up significantly.

    Only the legate with the highest talent benefit apply, and the organization starts with a limit of 0 constructs.

    • The first tier of talents awards an increase of the organizations limit by 25 per level, brining the maximum up to 125 at 5 talent levels invested.
    • The second tier of talents awards an increase of the organizations limit by 75 per level, brining the maximum up to 500 at 5 talent levels invested.
    • The third tier of talents awards an increase of the organizations limit by 225 per level, bringing the maximum up to 1625 at 5 talent levels invested.

     

    So bringing your second tier talent to level 2, will effectively set your organizations limit up to the pre-Panacea maximum limit.

     

    I hope this answers most of your questions about the upcoming changes and brings you all more understanding. :)

     

    - Deckard

  13. 3 minutes ago, Zarcata said:


    @NQ-Deckard

    I have a question of understanding.

    So if I use the refunded points to get my back to core places, which ones exactly are you talking about in your example?
    Are these 80 or 125 core places then the character places common or about the organisation slot? Or are the points just enough to get a mix of the two?

    I only ask because I would then focus on the character slots and wonder how many of them I can unlock in time, so how many cores I have to delete now then.
    I apologise if there are any misunderstandings due to the translations.

     

    This would be a mixture following essentially the optimal spending of talents between your personal and organization.

  14.  

    On 1/28/2022 at 6:51 PM, Briggenti said:

    "Organization Construct Management

    Organization Construct Management Specialization

    Advanced Organization Construct Management Specialization

    These talents will be buffed to collectively increase the maximum ceiling for the organization's construct limit to 1625."

     

    I'm still confused on the mechanics of how we get can get to that number?

     

    It would require a legate inside the organization to have trained the above mentioned talents all the way back to the maximum.
    And it would also require sufficient slots from players (Members of the org or not, that doesn't matter) to be assigned to that organization. Which would mean that if every slot provider of the org had fully talented into their slot capactity, and dedicated all their slots to that organization. 17 large slot contributions could bring you above a construct capacity of 1625. Which is the hard limit beyond which a single organization cannot own more constructs.

     

    On 1/28/2022 at 7:43 PM, Zeddrick said:

    Will partial talent point refunds be done for partially trained org construct management skills during the upgrade?  So if I have Advanced Org Construct Management Specialization trained halfway to 5 will I get the 2 million TPs back for that?

     

    Yes :)

     

    On 1/29/2022 at 3:04 AM, DraphK said:

    i like these numbers proposed. i think that cores donated to orgs should have a 14 day cooldown before the player can take it back

     

    Actually its 30 days.

     

    On 1/29/2022 at 4:01 AM, Taelessael said:

    I do however echo the sentiments of several others on this thread in the belief that an org's super-legate should be able to view who is donating core slots, how many any particular individual is donating

     

    This is the case already, take a close look at the screen shots in the first devblog and you'll see what information is available there. You can even extract a JSON from the UI and develop your own tools to keep track of these things for you if you wish.

  15. PushNotif.jpg

     

    Following the discussion around yesterday’s devblog, the community asked us to look over our figures to see what we can reliably sustain in terms of construct limits. In this communication we want to take the opportunity to outline what we have decided to change from the previous devblog as well as to explain some decisions such as the mechanics of construct abandonment and our reasons for arriving at our previous figures. These proposed changes are still being developed by our design team and we welcome your continued feedback on this major update.

     

    Organization Constructs Slots versus Personal Construct Slots

     

    There appeared to be some confusion in yesterday’s devblog between organization and personal construct slots. Personal construct slots are always independent of organization construct slots. 

     

    Before outlining the details of the construct slots, it’s important to note that our position on excess construct abandoning mechanics. For the avoidance of doubt, when this change is implemented in the Panacea release. No construct will be subject to abandonment through the following mechanics for at least the first month after release.

     

    This is to ensure as smooth a release as possible, and to allow our players who want to specialize in the architectural gameplay loop or the collecting of wonderful constructs, some time to accrue talent points and to adapt.

     

    Personal construct slots:

     

    • Can only be used for constructs in the player’s ownership.
    • Can not be assigned to organizations.
    • Are non-transferable to other players.
    • Are gained through talents independently of organization construct slots.

     

    Organization construct slots:

     

    • Can be assigned to any organization, regardless of membership.
    • Can not be assigned to players.
    • Once assigned to an organization, can not be repealed from that organization for 30 days.
    • Once repealed, the organization will have until the next bi-weekly construct check to ensure that it meets its construct slot requirements.
    • If that bi-weekly construct check determines that the organization has more constructs than it has slots, the organization will receive a warning and be required to ensure the constructs count is brought down to its capacity.
    • If the next bi-weekly construct check following that warning determines that the organization still has more constructs than it has slots, random constructs from that organization will be abandoned until the organization is back in compliance with its slot capacity.
    • All this means that even if you go over the available slot count, you have at the very minimum 14 days to correct it.

     

    We are keeping the random nature of selection for construct abandonment. This is because as game developers we know that if there exists a way for a game system to be broken, our players will find it. In this particular instance, given the gravity of the impact, we feel that it’s important to protect the game and our community from abuse, and the randomization is an effort to do that.

     

    We hope this clears up some of the lingering questions that were remaining yesterday.

     

    Player allocated slot amounts, why so low?

     

    Following internal research, we determined that currently per active player there are approximately 25 constructs in the game at the present time.

     

    Therefore we believed that having a total of 42 slots per player would have been enough to provide an overhead for the community to be able to distribute the available slots amongst each other and support each other's projects.

     

    We do value our players and recognise that some of you own considerably more constructs than that average, and though we want to encourage collaboration and community, we don’t want to constrain those players that prefer to go it alone.

     

    And, we’ve heard you. 

     

    We are looking into an alternative approach that we feel will meet the majority of the community needs while also meeting our requirements for the long term sustainability and balancing of Dual Universe.

     

    Talent Changes

     

    We are going to increase the core allowances. In yesterday's devblog we proposed a figure of 42 total constructs. We are going to increase that through the introduction of talent changes that will require considerable time investment but keep the door open to players that wish to own many constructs.

     

    The new talents are separated into three tiers, increasing in expense significantly per tier.

     

    The new figures are (subject to change)


    For personal construct slots:

     

    • The base personal construct slots will be increased from 2 to 10 slots without any talents.
    • The first tier personal construct talent will grant 3 slots per level (up from 2), for a total of 15.
    • The second tier personal construct talent will grant 5 slots per level (up from 1), for a total of 25.
    • The new third tier personal construct talent will grant 10 slots per level, for a total of 50.

     

    This will allow for a maximum personal construct limit of 100, once all the talents are fully acquired.

     

    For organization construct slots:

     

    • The base organization construct slots will grant 10 slots without any talents.
    • The new first tier organization construct talent will grant 3 slots per level, for a total of 15.
    • The new second tier organization construct talent will grant 5 slots per level, for a total of 25.
    • The new third tier organization construct talent will grant 10 slots per level, for a total of 50.

     

    This will allow for a maximum organization construct limit of 100, once all the talents are fully acquired.

     

    The combination of the two will allow a determined player to reach the maximum number of construct slots that we can reasonably maintain. This will take substantial time investment in order to be a specialization within the game. 

     

    We will still be refunding the following Legate based talents:

     

    • Organization Construct Management
    • Organization Construct Management Specialization
    • Advanced Organization Construct Management Specialization

     

    These talents will be buffed to collectively increase the maximum ceiling for the organization's construct limit to 1625.

     

    If you have already trained Advanced Organization Construct Management Specialization to level 5, by reinvesting the refunded talent points, we estimate that you will be able to reach at least a construct slot capacity total of 80. Further, given the grace period of at least 1 month following the Panacea release, we hope that those amongst our players who value their construct capacity can increase it to a comfortable level of approximately 125 construct slots before needing to make decisions on which constructs to keep.

     

    We want to thank you all for your feedback and take this opportunity to recognize the passion you our community have for the future of this game. We would love to hear how you feel about the new changes outlined above in this forum.
     

  16. 17 hours ago, Ving said:

    The tool in action looks great, but the new numbering system seems like a solution to a technical problem at the expense of logic and usability.

     

    Using steps of 2-4-8-16-32-64 etc (which we can do with the current reactors) makes it very easy to plan shapes and just double the precision each time you need a finer line for instance.

     

    Having 3 different scales 2-4 steps, 6-12 steps, and 21-42-84 steps within the same system seems like it will be a pain to use when scaling shapes up / down. At the moment I draw everything on graph paper and just select the precision that will allow me to create the shapes I want. Usually 16 is enough.

     

    I can't imagine how I would be able to do this when it would need to show 3 different scales that aren't divisible by each other. 

     

    Is there no way you can make it work with a geometric progression? It works with reactors now, so what's the problem continuing this way?

     

     

     

    So this is an interesting question which I will attempt to answer to the best of my ability...

     

    I'm really fighting the urge to make the "It never was" meme here, but I'm sure one of you will do that for me soon enough.
    The reality here is that you never actually were making 1/8th or 1/16th slopes, you've been creating what is the closest approximation of that.

     

    • In the old system, we used 253 points.
    • In the new system, we use 252 points.

    This means that in the old system, a single voxel was: 84.3333333333333 (recurring) points.
    84.333 also does not divide by 8, 16, 32, or 64.


    In fact, in the old system you couldn't really reliably cut a voxel in half to an exact precision, and even a single voxel was not precise. As for example:

    • 84.333 / 2 = 42.166 (in reality this would have been 42 because we don't store decimals)
    • 84.333 / 4 = 21.083 (in reality this would have been 21 because we don't store decimals)
    • 84.333 / 8 = 10.541 (in reality this would have been 11 because we don't store decimals)
    • 84.333 / 16 = 5.270 (in reality this would have been 5 because we don't store decimals)
    • 84.333 / 32 = 2.635 (in reality this would have been 3 because we don't store decimals)
    • 84.333 / 64 = 1.317 (in reality this would have been 1 because we don't store decimals)

    Sure, the difference is so negligible that you can't see it by eye. But that's essentially the same in the new system as the new pattern looks like this:

    • 84 / 2 = 42 exactly
    • 84 / 4 = 21 exactly
    • 84 / 8 = 10.5 (in reality this would be either 10 or 11 again because we don't store decimals)
    • 84 / 16 = 5.25 (in reality this would be 5 again because we don't store decimals)
    • 84 / 32 = 2.625 (in reality this would be 3 again because we don't store decimals)
    • 84 / 64 = 1.315 (in reality this would be 1 again because we don't store decimals)

    Now, if we had changed the division to 64 instead of 84.333 you could expect the following to happen to all currently existing constructs:

    • A loss of precision around 25%
    • Every existing voxel would have lost around 25% of its available detail.
    • You would see huge changes in your designs and most existing designs would likely loose a lot of their detail.
    • Curves would be less curvy, more blocky.
    • But you would have access to a 1/8 slope.

    With the new division of 84 instead of 84.333, you can expect the following:

    • The precision loss is only 0.395%
    • Every voxel will look near enough exactly the same, except for a few edge case ones.
    • You likely not see any noticeable change in your existing designs.
    • Curves are still curvy.
    • But your 1/8 slope might be a bit wonky, and its probably better to adjust to 1/7. 

    In short, the precision cost of changing to 1/64 is not worth it. It really isn't. Trust me, we've looked. It's ugly.


    I can already see the new question brewing in your minds: Why didn't you increase it to 128 per voxel?
    Sure, this could increase the detail and be more divisible, however it also doesn't fit inside a single byte. So now we are talking about every single construct in the game taking up twice as much in terms of data. And if you feel your cache is big now, you really don't want to know what its like with double the resolution of voxels.  


    We could perhaps consider introducing a pseudo 1/64 grid mode further down the road, which would give you a 1/64 grid. However it will still not actually place a vertex at a 1/8, 1/16, 1/32, 1/64 position. It would place it at its closest available position.


    Also, to answer the question about the scale at which the tool works. No, it will always be 1.5vx in each direction from the vertices point of origin.
    I thought maximum adjustment range on this image made that quite clear, but perhaps that was an error on my part:

    image2.png


    I highly recommend you try it before you cast to much judgement on it, as someone who's tinkered with voxels for a long time. I absolutely love using the tool.

    I find myself mostly using Grid 2 and Grid 7, using the control key to make bigger jumps.

     

    I hope this answers some of the burning questions you all have.
    I wish you all a wonderful day, and look forward to seeing what you will all create with it.
    - Deckard

  17. But let's face it, there would just be 17 XL cores instead of the 17 L cores that are there currently with an even larger multi-core build placed there.

    And in the process your performance would be worse off.

    I'm sorry to say we unfortunately won't be introducing larger cores any time soon. For a number of reasons, most of which are technical related to performance and data.

     

    Multiple smaller cores actually have a number of performance benefits as the load limits apply better that way. 

     

    - Deckard

  18. Hello Noveans,

     

    We have released an update today, DU is now in version 0.27.15. The changes can be found below:

     

    Gameplay Changes and Balancing

    • Territory Upkeep & Calibration : 
      As announced, taxes are back. Following up on the community’s feedback, some changes have been applied. See this devblog for more details.
      • Base calibration charge slots have been raised from 5 to 25.
      • Talent-based calibration charge slots have been raised from 1 per level to 5 per level.
      • Territory Units upkeep has been decreased from 1,000,000 to 500,000 quanta.
      • After being calibrated, mining units will not lose calibration for 72 hours (previously was 48 hours).


    Bug Fixes

    • Prevent deploying space constructs via blueprint on planets or asteroids.
    • Prevent deploying dynamic constructs via blueprint on asteroids.
    • A server side issue has been addressed that could lead to mining units outputting more material than expected.

     

    Thank you all for your support!

    - Deckard

  19. 3 hours ago, Hachiro said:

     

    I really hope there will be a good solution for data export.

    Several projects in the community depend on that.

     

    We in our org built in months of work a whole own economy system.

    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)

     

    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.

     

    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.

    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

     

    I do understand your concerns, but I'd like to reaffirm that we've been very clear about the logs not being a feature and these options potentially being removed at a later date.

     

    We are not opposed to players creating wonderful digital creations that work wonders with the game, however backchanneling that data through the games logs using in some cases closed source third party created software to then transfer that to databases stored online with who-knows-what data its collecting is not the right way to create this and that concerns us.

     

    None of this means that we don't see the use cases of an API or similar data export options, and we don't know when or how yet. But it's something we can look into in the future.

     

    For now however, data exportation will in most cases need to be done via screen units on demand if desired.

     

    - Deckard

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