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Moulinex

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  1. Like
    Moulinex reacted to NQ-Nyota in INTRODUCING THE NEW DU MESH EXPORTER!   
    Noveans, 
     
    We are pleased to announce that our DU Mesh Exporter will be available for Dual Universe on Wednesday, March 20th, 2024!
     
    The DU Mesh Exporter has been a top feature request and it will give all Noveans the ability to export their creations and builds from Dual Universe into a 3D file, which you will then be able to save as well as print in 3D! 
     
    That’s right, you will be able to save your ships or constructs into a 3D file and once it’s printed (which 3D printing company you use  is entirely up to you) you can then put your creation(s) on your desk or window or it can be a really expensive toy for your cat to play with (cat is optional).
     
    More details about the DU Mesh Exporter will be available on March 20th, 2024, so time to polish up those ships/constructs in preparation for exporting and printing. 
     
    Here are some examples of already exported models to give you a glimpse at what can be printed:








  2. Like
    Moulinex reacted to NQ-Wanderer in ENJOY A 100% TALENT BOOST DURING THE HOLIDAY SEASON, AND MORE GOOD NEWS!   
    Greetings Noveans!
     
    To celebrate the holiday season, we have a special gift for you! Your talent point generation will be doubled starting on December 20th until January 3rd, 2024. Now is a great time to get those skills queued up!
     
    Another piece of good news to celebrate the end of 2023: the shipping of the Kickstarter physical rewards has begun! The dispatching is in an early stage, but the Silver Backer physical rewards are on the way to many of you. We’ll update you as soon as we have more info to share.
     
    As usual during this festive time of the year, many members of Novaquark will be off to spend time with their families. Customer Support and other key staff will still be working to keep things running smoothly in Dual Universe and to assist you during this jolly season. Please be patient however, as ticket-resolution may take a little longer than usual.
     
    While winter embraces us and we gather around the voxel-made chimney, it’s the perfect time to look back at all the great things that happened in Dual Universe during 2023:
    Two big updates : PvE missions, new planets, gamepad and joysticks support, but also maintenance units, schematic containers and more In-game tours to feast our eyes on the wonders made by our talented community Novean Challenges where Noveans use their know-how and compete against each other. Missed it? You can see the quick recaps by our Challenge Reporter AK_Swervin. Building contests, from Creepy Outposts to Building robots Enigmatic treasures hunt Our First Year Anniversary A lottery for new players to win free game time New players guides to help young Noveans starting on the good foot  
    We are just getting warmed up as there will be plenty more events in store for 2024! But before we ring in the new year, we’ve fueled up the newly redecorated sleigh-bus to ring out this very busy year for a one time ride! Join us on December 30th @ 19:00 UTC for our party sleigh- bus celebration as we head across the universe and visit as many places as we can along the way.
    Have a place you would like us to visit? Please read more about it here.
     
    A special message from Nouredine Abboud, CEO of Novaquark:
     
    “Thanks Noveans for a great 2023! DU is unique in the way the community can create content like in no other game. So I can’t wait to see all the great content that 2024 brings too!”
     
    On the behalf of Mark van den Heuvel (NQ-Deckard), Producer of Dual Universe:
     
    “I wish all of our community a wonderful holiday period, and look forward to seeing you all in the new year, with new creations, new challenges and more events!”
     
    And from all of the rest of us here at Novaquark, we wish you the very best for the holidays and for 2024!
    We wouldn’t be here without our Noveans. Thank you for making Dual Universe better than anything we could have imagined. Our warmest seasons greetings, and see you next year for many more adventures!
     
    Happy holidays!
     
  3. Like
    Moulinex reacted to NQ-Nyota in CREEPY OUTPOSTS CONTEST!   
    As daylight grows shorter, the nights are darker and the decorations get creepier!

    That's right Noveans, it's time for our Creepy Outposts Contest! 
     
    Whether you are a pro voxelmancer or a beginner who is learning how to build, this is a great contest to participate in.

    Creepy Outpost Contest Information:

    We have chosen three of our favorite starter outposts for you to modify/decorate. The three outposts are:

    Outpost Cozy
    Outpost Dojo
    Outpost Mod

    We want you to decorate/modify one or all of the above starter outposts in a creepy theme. Make it spooky, make it funny, make it eerie, but make sure it remains recognizable and creepy/spooky. You must keep it on the same sized core. You can change colors/materials, interior/exterior furnishings to your liking, but make sure that it is clearly identifiable as the starter outpost you modified. 

    Please note: We ask that you limit the amount of lights used in your spooky decorations/remodels.

    The starter outposts are available for sale at the UEF shops, or you can head down to the castle by the Exchange and grab a free copy of each with the dispenser you will find there. 

    How to Enter:

    When you're done decorating/remodeling either the Outpost Cozy, Outpost Dojo or Outpost Mod, please submit your outpost to us via this form: https://forms.gle/kJmDZG8Guc2pf5g37
     
    Once your Creepy Outpost construct has been reviewed and qualifies, it will be placed near the castle by the Exchange for everyone to see and enjoy its creepiness! 

    Deadline is November 6th, 2023 at 18:00 UTC.
     
    Prizes to be won:

    First prize: A special in-game title
    Second prize: 30 days game time
    Third prize: 10 million quanta

    Will your starter outpost be full of tricks or treats? We can't wait to see what you come up with! 🧡☠️🤡🍬
  4. Like
    Moulinex reacted to NQ-Nyota in Birthday Bash Tour Schedule!   
    Mark your calendars and find time in the coming days to embark on a journey of the crazy kind, as we celebrate our anniversary in Dual Universe with our Birthday Bash Tour! Where will we visit? Who will be our pilot? What will you see? Have a look at the schedule below to see which time(s) you can join us! Will you be the type to hangout inside our ship with a drink and dance floor or are you the daring sort and don't mind your feet dangling? Join us and find out. We hope to see you there!

    Here's your chance to visit places you may not or new area of your favorite places in style. Grab your party hats, let's get this celebration going! And don't forget to pick up gifts available on the ship! (Not while in VR though, we want you to be able to keep the presents!)

    Where does it start? 

    All tours start and end at the Institutes on Alioth.

    You can find the Institutes destination on the Points of Interest or at this location: ::pos{0,2,28.9637,95.1703,282.4727}
     
    Want to VR?

    Simply join VR with: NQ's Birthday Party Tour Bus

    Remember: Any items you get while in VR will be lost when you disconnect from it, so plan accordingly!

    Tour Dates & Departure Times:

    (Tours are estimated at minimum one hour in duration, but can last longer. Bring some snacks.)

    Wednesday September 27th, 18:00 UTC  (2:00PM New York/Toronto time)
    Thursday September 28th, 15:00 UTC (11:00AM New York/Toronto time)
    Friday September 29th, 18:00 UTC (2:00PM New York/Toronto time)
    Saturday September 30th, 21:00 UTC (5:00PM New York/Toronto time)
    Wednesday October 4th, 23:30 UTC (7:30PM New York/Toronto time)
    Thursday October 5th, 18:00 UTC (2:00PM New York/Toronto time)
    Friday October 6th, 21:00 UTC (5:00PM New York/Toronto time)
    Saturday October 7th, 18:00 UTC (2:00PM New York/Toronto time)

    Tour Bus Safety Guidelines

    Stay safe!

    We’ll do our best to make sure these journeys are safe and secure, but we cannot be responsible for any lost items in case of emergency. So, we advise you to please arrive with empty inventories on your characters and make sure to leave your valuables in your containers before hopping on our tours. There will be a rez node available should things go topsy turvy and we lose some sprinkles.

    Please listen when you're told to return to the ship. We know it's easy to get lost in the marvels of the bases before you, but please don't hold us up. Pay attention to when you are called back or you might get left behind.

    Want to Livestream The Tour(s)?
     
    Please let us know which tour(s) you will be streaming along with a link! We'll save a VIP spot for you so you can get all the best views. Please contact NQ-Nyota or reply to this thread as to when you plan on streaming. Many thanks!

    Are you ready to celebrate one year of Dual Universe Noveans? Let's DU this! ❤️ We hope to see you on the tour!

    Your Tour Guide,
    NQ-Nyota
  5. Like
    Moulinex reacted to NQ-Nyota in Birthday Bash Celebration Tour Announcement!   
    Noveans: Time to Celebrate! 
     
    With the upcoming anniversary/birthday of Dual Universe on September 27th, it is a great opportunity to share some sightseeing with friends and to see just what everyone was able to accomplish in the past year!  We are pleased to announce another yummy tour for all of to devour. 

    What we need from you is to suggest locations that you would like us to visit. You can recommend your own territory, or favorite ones that are must see. From the giant cities to the terraforming magical places, please fill out this form with where we should go for this tour. You can submit as many locations as you wish to and the icing on the cake is that the places we visit will also receive a special anniversary gift! 

    Times and schedules will be listed in the coming days so that you can plan ahead. (We welcome you to suggest days/times that are convenient for you by responding to this post or on the form, we will do our best to have a mixture of them as always but please understand, it is not always possible to include specific day/time requests.)

    Get ready to party in style Noveans the birthday fun begins next week.

    Are you ready to get the birthday party started Noveans? We hope to see you there!
     
    Edit after the tours: Here are the locations we visited, thank you to everyone who join us on the Cakeship and who welcomed us to their bases! ❤️🎂

     


    Name: Location:     Tour #1:       Hadron ::pos{0,2,-21.6869,122.4980,129.7891} Damphousse Industries ::pos{0,2,7.9980,118.7774,88.7384} IndusTec ::pos{0,2,9.1374,129.4230,112.5327} TMO Collection ::pos{0,2,3.1020,105.3463,82.6680} Kosmos ::pos{0,2,2.8792,105.6984,75.5553} The Tower of MegaBossLord ::pos{0,2,31.0384,84.7546,289.8985} LSA Industries HQ ::pos{0,2,20.2080,104.3921,50.0352} Pure Velocity Racing ::pos{0,2,39.4096,63.6052,-0.0001} Olympus City ::pos{0,2,75.0991,142.3833,230.8694}     Tour #2       The Dome ::pos{0,2,35.8920,105.1376,4.3109} Dragons Forge & Spire ::pos{0,2,31.5092,109.2929,160.1639} Orrianna's Spaceport ::pos{0,2,2.5048,104.8946,4.7898} SVEA Armoury ::pos{0,0,-197871.2864,70031.1802,123338.8100} Starlantis ::pos{0,0,-1000641.7251,593545.4678,-1418638.6669} Prometheus Space Station ::pos{0,0,13817187.9683,7354075.7083,-269049.5288} XVX Ember City ::pos{0,0,361920.2163,97980.0261,174034.8597} Bork Alioth ::pos{0,2,20.4522,99.5260,86.0460}     Tour #3       Czars Workshop ::pos{0,27,60.4414,0.6439,291.2939} Dead Horse Haven ::pos{0,27,-75.2763,-169.6530,852.8552} FenixGate ::pos{0,27,12.8373,-67.2906,144.5908} Lexikon ::pos{0,27,18.1747,44.4783,155.2728} Sentinels Fleet ::pos{0,22,-22.5165,159.0708,3.7489} Ikara Industries ::pos{0,2,21.3843,130.0209,116.0750} Statue Of Liberty Fly-by ::pos{0,2,44.9450,86.3831,935.4526} Dead Reckoning Shipworks ::pos{0,2,42.0986,86.2630,2.9098} Dolphin Cove Resort ::pos{0,2,38.5201,61.2517,-0.0001}     Tour #4       AJIO ::pos{0,2,23.2256,114.6579,219.0856} Stadium replica ::pos{0,2,-56.5475,97.9482,-0.0000} Titantic ::pos{0,2,40.5511,57.7986,1.4844} AhandInitFlo ::pos{0,2,4.1889,74.9573,23.3274} Unicorn Glue Company ::pos{0,2,1.5792,102.5154,112.1164} Element Library ::pos{0,2,-4.4430,113.4095,41.5525} The Black Lotus ::pos{0,2,19.2897,106.6770,8.4503} Kosco ::pos{0,2,2.8792,105.6984,75.5553} Hadron ::pos{0,2,-21.6869,122.4980,129.7891}     Tour #5       Obsidian Paradox ::pos{0,2,16.8527,83.9961,344.3734} Swervin's Glass maze ::pos{0,2,35.6623,104.2999,-0.0000} TLC ::pos{0,2,55.4676,77.8943,57.7230} Minas Morgul ::pos{0,2,73.3176,-31.1408,434.8853} VO Industries ::pos{0,2,26.8385,76.5585,0.9775} Zedvets ::pos{0,2,37.1376,103.9532,128.9650} Blaue Rose ::pos{0,2,39.7771,119.0713,0.9782}     Tour #6       CCU ::pos{0,2,34.8118,72.6230,260.7268} Stryker Industries ::pos{0,2,23.5091,113.9405,205.2525} Birds of Prey ::pos{0,2,35.8977,123.2930,1.8843} PlanetX ::pos{0,2,41.0178,107.5698,75.2121} The Alamo ::pos{0,0,-708.9293,-33.4185,-521511.0079} Boneworks ::pos{0,2,34.0215,110.2061,125.0697} Wossi86 Twitch Company ::pos{0,2,33.7632,145.9621,283.9261}     Tour #7       Zeiffer ::pos{0,2,19.6974,86.4653,290.1365} IC Spaceport ::pos{0,2,7.9416,79.7373,-0.0001} xItWasntMe ::pos{0,2,34.2876,64.0835,0.0000} Mercurius ::pos{0,2,28.3826,109.6753,129886.0859} SeekerofHonjo ::pos{0,0,109079.3822,434441.4001,149570.2299} Sharktooth Speedway ::pos{0,2,45.6424,75.5307,0.0000} Atlas Museium Management ::pos{0,2,45.3091,86.4826,-27.9521} MAD Alioth HQ ::pos{0,2,27.0993,85.3470,471.8129}     Tour #8       Starwatch ::pos{0,2,39.7697,61.6314,2.8796} Flibust' Station ::pos{0,0,-1205965.6390,1141829.7297,-2720820.3080} Stormy Base ::pos{2,27,-28.7824,13.7458,68.2534} Chalana ::pos{0,27,14.6313,108.1493,310.1708} Scherbenhaufen ::pos{0,27,53.1031,-0.6927,38.0295} Outer Rim Exploration ::pos{0,2,22.9132,-92.6303,125248.9141} BB Enterprise ::pos{0,0,13866943.3449,7395922.6959,-209945.1635} PE902Gaming ::pos{0,0,18076726.6364,22944070.5096,105190.5793} FenixGate ::pos{0,27,12.8373,-67.2906,144.5908}
  6. Like
    Moulinex reacted to NQ-Nyota in Summer Celebration at The Alioth Exchange!   
    Noveans, are you ready for a summer party?
     
    Get your cocktail shakers and water guns ready, because today we’re BBQueueing up for our Summer Celebration at the Alioth Exchange!
     
    Pros: there is actually no queue.
    Cons: you don’t get to shoot your water gun, but there are plenty of other fun activities to do and also some free loot too!
     
    To join in the fun, all you need to do is find your way to the Alioth Exchange starting right now up until July 24th, 2023. (Plenty of time for a visit or two or maybe three!)
     
    Live Event:
     
    And to make this event extra cozy, we’re inviting you for our sauce-dippin’ finger-lickin’ live event where you get to meet some of the NQ staff and create memorable moments together with our community members. And for some extra flavor - make sure to visit our very special NQ booths that are set up at the parking lot and get yourself some freebies!
     
    Live Event Time: Wednesday, July 19th @ 4:00 PM New York/Toronto time / 20:00 UTC 
    Place: At the Alioth Exchange green hall parking lot
     
    Want to add a decoration to our beach-y event?
     
    Once you’ve spent time at the very beach-y Exchange and you think that something could be added or maybe you could build that you would like included in the decorations. We’re inviting all of our creative players to come up with their own summer decorations and submit them using this form. If we think it will fit in with the theme, we’ll happily place it for everyone else to see. Deadline is Friday, July 21st, 2023 at 18:00 UTC. (All entries are subject to approval and must be XS or S core size only.)
     
    Raffle:
     
    You know what else summertime is great for? A good ol’ raffle with a very exciting prize! Throughout this event, anyone who interacts with a dispenser gets their name registered for a chance to win a 90-day Gametime Code. Will you be the lucky winner? Make sure to go click on at least one dispenser to be entered in the draw! The lucky winner will be announced after the event is over. 
     
    How to get to The Alioth Exchange

    Coordinates:  ::pos{0,2,24.3879,99.3719,124.6659}
     
    You can also take a shuttle from your closest District 1 through 10 on Haven and Sanctuary -> Travel to Alioth -> Select “Alioth Exchange” from the Points of Interest tab on your map (F4) -> Right-click and “Set as destination” and you’re there!

    While you’re there, don’t forget to check out our community stores: summertime is meant for treating yourself to a little upgrade for your construct collection! 
     
    Fancy yourself a booth at the Exchange? Here’s how!

    Just follow this link with all the information on how to get your booth set up your Exchange booth. 
     
    --
     
    Let’s meet up at the Exchange, Noveans! Don’t forget your sunscreen, and we hope to SEA you there  
  7. Like
    Moulinex reacted to RugesV in HOW TO PREPARE FOR PVE MISSIONS   
    Can you guys add Aegis as an origin location?
  8. Like
    Moulinex reacted to NQ-Wanderer in HOW TO PREPARE FOR PVE MISSIONS   
    Hello, Noveans!
     
    Update 1.4 is just days away, and we’re excited for you to experience the new PvE feature, where you'll battle against mysterious foes emerging from an unknown gravitational signature on the system's outskirts. As you fight to counter this sudden onslaught, you'll also buy time for scientists to identify the threat. The update’s narrative will progressively unlock through server-wide milestones as you complete combat missions.
     
    But how can you prepare to engage with this feature on day one? We’re writing to share some information to assist you.
     
    First, how can you take missions?
     
    You’ll discover a new tab in your missions overview (F8) labeled Alien Warfare.
     


    From here, you can choose the difficulty tier you’d like to tackle, specify the planet near which your mission will commence, see the restrictions (more on that below), accept your mission, and review the narrative as it unlocks!
     

     
    Remember, there is no collateral needed for combat missions; you can take them on for free.
     
    Once the mission is accepted, you can navigate to the mission entry portal, and when in proximity, click the button to teleport you, your passengers, and your ship to the mission site.
     

     
    Should you wish to abort a mission, navigate to the beacon within the mission site and press the teleport button again in your mission interface (F8). If, for any reason, you can’t find the beacon, you can also set your waypoint there from the mission menu.
     
    There are restrictions on what you can bring into each mission Tier
     
    Forbidden in all Tiers:
    Resurrection nodes Surrogate Pods Surrogate Stations Repair Units Warp Drives Core Units (Your ship’s Core Unit doesn’t count, but you can’t bring any additional cores into the mission, such as undeployed ones in your inventory.)
    Very Easy Missions:
    Reward: 260,000 quanta Max Mass: 50t Time Limit: 15 minutes Max Crew: 2 Maximum Ship Core Size: Extra Small Forbidden Items: Small, Medium, and Large Shields; Small, Medium, and Large Weapons  
    Easy Missions:
    Reward: 900,000 quanta Max Mass: 150t Time Limit: 25 minutes Max Crew: 3 Maximum Ship Core Size: Small Forbidden Items: Medium and Large Shields; Medium and Large Weapons  
    Medium Missions:
    Reward: 2,500,000 quanta Max Mass: 400t Time Limit: 30 minutes Max Crew: 4 Maximum Ship Core Size: Medium Forbidden Items: Large Shields; Large Weapons  
    Hard Missions:
    Reward: 5,000,000 quanta Max Mass: 1500t Time Limit: 40 minutes Max Crew: 5  
    Very Hard Missions:
    Reward: 7,000,000 quanta Max Mass: 2000t Time Limit: 50 minutes Max Crew: 6  
    Tips on Completing Missions
     
    The objective of the missions is to eliminate enemy forces that spawn within the time limit. You can monitor mission progress and remaining time here:
     

     
    Bear in mind that enemy weapons will target you upon entry and are accurate. They will spawn and remain relatively close to you, and they will maintain range with your ship should you decide to kite.
     
    We recommend equipping your vessel with potent close-range weapons and the highest tier of shield you can afford. You might also find it beneficial to vent your shields periodically when there's a lull in the combat. Experimenting with ammunition types and shield resistance settings will help you find your most effective setup.
     
    While the standard piloting controls will work, you could explore player-made piloting and combat Lua control programs. These can enhance your effectiveness and ease your engagement with the enemy. DU Creators, a player-run website and Discord server, is a great place to start looking for new ships, buildings, and Lua scripts. However, if you don’t want to use custom Lua scripts, the game’s regular controls are still effective, especially with the use of the Tactical Map:
     

     
    Lastly, consider planning your logistics. Mission portals will spawn near the planet you designate, and you’ll need to fly to it and return to resupply after the mission. Would a static ground base, an orbital station, or a larger carrier ship minimize the time you spend between missions rearming, refueling, and repairing? The choices are yours to experiment with. 

    Update 1.4 is launching on the 20th of June 2023. Servers will go down at 08:00 UTC, and we aim to reopen them at 12:00 UTC. Prepare for a fight, Noveans!
     
  9. Like
    Moulinex reacted to NQ-Wanderer in UPCOMING 1.4 PVP CHANGES   
    Hello Noveans,
     
    Major changes are coming to PvP in Dual Universe with the 1.4 update! We've engaged in numerous productive discussions both with members of our PvP community as well as internally. The balancing changes being introduced to PvP are a result of these conversations.
     
    Before delving into the specifics, let's discuss the reasoning behind these changes.
     
    In the early days of our beta, we started without shields, leading to a majority of PvP being fought in large cubic ships, which were generally less aesthetically pleasing. Our goal was to cultivate a space where players could transition from using thick voxel layers, leading us to introduce shields into the game for the first time about two years ago with the 0.26 Apollo update.
     
    Shields quickly became an essential aspect of PvP combat. Consequently, ships rapidly evolved from having vast voxel quantities to featuring sleek designs with minimal voxels, presenting smaller targets and evading most incoming damage. This led to the inverse of the cube situation, with ships built into long sticks, sometimes devoid of voxels entirely.
     
    In several previous updates, we have tried to strike a balance, providing players a reason to own ships that are not just cubes or sticks, but amazing constructs of beauty and lethality with your own personal style!
     
    With the 1.4 update, we've revisited many aspects and made changes you’ll want to know:
     
    We have revamped the hit-and-miss formulas used in the back end. Shields are less likely to serve as huge one-time batteries and will function more like periodic protection. The venting cycles are shorter and more frequent, allowing you to vent more often but for smaller amounts. Weapon Tracking has also undergone significant change, damage evasion is now a trait more likely to benefit smaller, swiftly moving and highly maneuverable ships, while larger ships have access to more potent stasis weapons to combat smaller ships. Honeycomb now has approximately twice as many hit points, enhancing its importance for tanking while your shields are being vented. Hoverseats and Cockpits now have a higher fitting capacity, enabling you to equip more weapons or a larger radar.  
    We hope these changes will enhance PvP enjoyment for everyone. To help you better prepare for the update, here is a complete list of all PvP changes coming to Dual Universe in the 1.4 update, though please note that these updates are still subject to change:
     
    Weapons

    Cannon XS
    Damage has decreased from 7000 to 6500 Optimal tracking has decreased from 10 to 2.75 Falloff tracking has decreased from 10 to 8.25
    Cannon S
    Damage has increased from 12950 to 13000 Period of fire has increased from 3.375 to 3.75 Optimal tracking has decreased from 5 to 1.1 Falloff tracking has decreased from 5 to 3.3  
    Cannon M
    Damage has increased from 23957.5 to 26000 Period of fire has increased from 4.55625 to 5.625 Optimal tracking has decreased from 2.5 to 0.44 Falloff tracking has decreased from 2.5 to 1.32  
    Cannon L
    Damage has increased from 44321.375 to 52000 Period of fire has increased from 6.1509375 to 8.4375 Optimal tracking has decreased from 1.25 to 0.176 Falloff tracking has decreased from 1.25 to 0.528  
    Laser XS
    Damage has increased from 8000 to 8500 Optimal tracking has decreased from 5 to 1.75 Falloff tracking has increased from 5 to 5.25 Optimal Range has increased from 12500 to 14000 Falloff distance has increased from 5000 to 7500 Weapon capacity has decreased from 80 to 70  
    Laser S
    Damage has increased from 14800 to 17000 Period of fire has increased from 4.725 to 5.25 Optimal tracking has decreased from 2.5 to 0.7 Falloff tracking has decreased from 2.5 to 2.1 Optimal Range has increased from 24000 to 28000 Falloff distance has increased from 10000 to 15000 Weapon capacity has decreased from 400 to 350  
    Laser M
    Damage has increased from 27380 to 34000 Period of fire has increased from 6.37875 to 7.875 Optimal tracking has decreased from 1.25 to 0.28 Falloff tracking has decreased from 1.25 to 0.84 Optimal Range has increased from 50000 to 56000 Falloff distance has increased from 20000 to 30000 Weapon capacity has decreased from 2000 to 1750  
    Laser L
    Damage has increased from 50653 to 68000 Period of fire has increased from 8.6113125 to 11.8125 Optimal tracking has decreased from 0.625 to 0.112 Falloff tracking has decreased from 0.625 to 0.336 Optimal Range has increased from 100000 to 112000 Falloff distance has increased from 40000 to 60000 Weapon capacity has decreased from 10000 to 8750  
    Missile XS
    Damage has increased from 14000 to 26000 Period of fire has increased from 3 to 5 Optimal tracking has decreased from 12 to 3.5 Falloff tracking has decreased from 12 to 10.5 Optimal distance has increased from 10000 to 12000 Weapon capacity has increased from 24 to 30 Reload has increased from 45 to 60  
    Missile S
    Damage has increased from 25900 to 37050 Period of fire has increased from 4.05 to 5 Optimal tracking has decreased from 6 to 1.4 Falloff tracking has decreased from 6 to 4.2 Optimal distance has increased from 20000 to 24000 Weapon capacity has increased from 120 to 150 Reload has increased from 45 to 60  
    Missile M
    Damage has increased from 47915 to 52796 Period of fire has decreased from 5.4675 to 5 Optimal tracking has decreased from 3 to 0.56 Falloff tracking has decreased from 3 to 1.68 Optimal distance has increased from 40000 to 48000 Weapon capacity has increased from 600 to 750 Reload has increased from 45 to 60  
    Missile L
    Damage has decreased from 88642.75 to 75234 Period of fire has decreased from 7.381125 to 5 Optimal tracking has decreased from 1.5 to 0.224 Falloff tracking has decreased from 1.5 to 0.672 Optimal distance has increased from 80000 to 96000 Weapon capacity has increased from 3000 to 3750 Reload has increased from 45 to 60  
    Railgun XS
    Damage has increased from 16000 to 17000 Optimal tracking has decreased from 3.5 to 1 Falloff tracking has decreased from 3.5 to 3 Optimal distance has increased from 20000 to 22000 Falloff distance has increased from 20000 to 22000 Reload has increased from 20 to 25  
    Railgun S
    Damage has increased from 29600 to 34000 Period of fire has increased from 9.45 to 10.5 Optimal tracking has decreased from 1.75 to 0.672 Falloff tracking has decreased from 1.75 to 1.2 Optimal distance has increased from 40000 to 44000 Falloff distance has increased from 40000 to 44000 Reload has increased from 20 to 25  
    Railgun M
    Damage has increased from 54760 to 68000 Period of fire has increased from 12.7575 to 15.75 Optimal tracking has decreased from 0.875 to 0.16 Falloff tracking has decreased from 0.875 to 0.48 Optimal distance has increased from 80000 to 88000 Falloff distance has increased from 80000 to 88000 Reload has increased from 20 to 25  
    Railgun L
    Damage has increased from 101306 to 136000 Period of fire has increased from 17.25 to 23.625 Optimal tracking has decreased from 0.4375 to 0.064 Falloff tracking has decreased from 0.4375 to 0.192 Optimal distance has increased from 160000 to 176000 Falloff distance has increased from 160000 to 176000 Reload has increased from 20 to 25  
    Stasis XS
    Minimum Range has increased from 20000 to 30000 Maximum Range has decreased from 100000 to 80000 Period of Fire has decreased from 5 to 4 Effect Duration has decreased from 5 to 4 Fitting has decreased from 500 to 225 Ammo Capacity has increased from 40 to 60 Reload Time has decreased from 50 to 10  
    Stasis S
    Minimum Range has increased from 20000 to 30000 Maximum Range remains unchanged at 100000 Period of Fire has decreased from 5 to 4 Effect Duration has increased from 5 to 6 Fitting has decreased from 2500 to 1125 Ammo Capacity has increased from 200 to 300 Reload Time has decreased from 50 to 20  
    Stasis M
    Minimum Range has increased from 20000 to 30000 Maximum Range has increased from 100000 to 120000 Period of Fire has decreased from 5 to 4 Effect Duration has increased from 5 to 8 Fitting has decreased from 12500 to 5625 Ammo Capacity has increased from 1000 to 1500 Reload Time has decreased from 50 to 30  
    Stasis L
    Minimum Range has increased from 20000 to 30000 Maximum Range has increased from 100000 to 140000 Period of Fire has decreased from 5 to 4 Effect Duration has increased from 5 to 10 Fitting has decreased from 62500 to 28125 Ammo Capacity has increased from 5000 to 7500 Reload Time has decreased from 50 to 40 Variants have received new bonus distributions and adjustments Defense now gives Range and Cone bonuses Agile now gives Damage and Tracking bonuses Heavy now gives Damage and Cone bonuses Precision now gives Range and Tracking bonuses Variant values have been adjusted. All debuffs removed.  
    Ammo
     
    Precision Ammo has had its Optimal Range buff reduced from 1.2 to 1.1 Heavy Ammo has had its Damage buff reduced from 1.2 to 1.05 Defense Ammo has had its Tracking reduced from 1.5 to 1.25 Agile ammo remains unchanged.
    Control Units
     
    The Cockpit and Hovercraft seat Max fitting capacity has increased from 1000 to 1250  
    Shield Generators
     
    Shield Generator XS:
    Venting Cooldown has decreased from 60 to 30 Venting Regen per second has increased from 2500 to 9000 Max shield gain per regen has decreased from 0.5 to 0.25  
    Shield Generator S:
    Venting Cooldown has decreased from 120 to 60 Venting Regen per second has increased from 10000 to 28000 Max shield gain per regen has decreased from 0.5 to 0.35  
    Shield Generator M:
    Venting Cooldown has decreased from 240 to 120 Venting Regen per second has increased from 37500 to 64000 Max shield gain per regen has decreased from 0.5 to 0.45  
    Shield Generator L:
    Venting Cooldown has decreased from 480 to 240 Venting Regen per second has increased from 100000 to 102400 Max shield gain per regen has increased from 0.5 to 0.55  
    Variants:
    The Active variant will now have the hit points bonus. The Variable variant will now have the mass bonus. The Capacitor variant will now have the Volume bonus. Variant values have been adjusted.  
    Voxel honeycomb healthpoints
     
    All honeycomb HP values have roughly doubled (x2.08). For example Iron Honeycomb HP has changed from 6000 to 12500 per m3.
    We hope that this preview of the PvP changelog has armed you with the information you need to prepare for update 1.4, and look forward to seeing your new warships after the update!
    -The Novaqark Team
     
  10. Like
    Moulinex reacted to NQ-Nyota in WINNERS OF OUR DU BOT BUILD OFF CONTEST!   
    The votes have been tallied, the NQ staff members have been polled and they voted - they also discussed all the entries and tried to convince others to vote for their favorites. We take our bots very seriously as you can tell. Even though there can be only three winners, the general consensus here at Novaquark is that these bot entries were incredibly creative, imaginative and skillfully done. A huge thank you to all of the participants. 

    If you haven't had the chance to see the bots up close and personal, they are available for viewing near The Exchange: ::pos{0,2,24.7050,99.0905,147.7182}

    With no further delay, here are the winners:

    First place and winner of the "Brilliant Bot Builder" title as well as three months game time:

    LIAM BOT by VANHERCK



    Two runner ups that will receive one month of game time each:
     
    LA CALCULATRICE by CORRUPTED SOFTWARE


     
    STING-E by HADRON
     

     
     
    A huge congratulations to all of the winners! Thank you to everyone who participated, we hope that you enjoyed this challenging build contest and if you would like to see more contests like these, please let us know.

    Well done everyone, those are some crazy and awesome bots!
  11. Like
    Moulinex reacted to NQ-Wanderer in MORE INFORMATION ON LUA UPGRADES IN 1.4   
    Greetings, Noveans!
     
    This is NQ-Ligo again.
     
    We’ve heard your questions on script compatibility since announcing the Lua changes coming in update 1.4. I’m writing to share more information to enable you to better prepare for the update.
     
    There's only one change that we haven't been able to make compatible with existing scripts. For everything else, a compatibility layer has been added, there is no need to worry about that!
     
    The "breaking" change is the Boolean type fix. For a long time, functions that were supposed to return a Boolean, such as unit.isRemoteControlled, returned an integer (0 or 1). It took a while to correct, but from now on, these functions will return a Boolean (true or false). However, functions requiring a Boolean argument will continue to support integers in addition to Booleans.
     
    To assist you, here's an exhaustive list of EXISTING functions that currently return an integer and will now return a Boolean:
     
    unit.hasDRM
    unit.isRemoteControlled
    unit.isMouseControlActivated
    unit.isMouseDirectControlActivated
    unit.isMouseVirtualJoystickActivated
    unit.isAnyLandingGearDeployed
    unit.isAnyHeadlightSwitchedOn
    databank.hasKey
    databank.clearValue
    transponder.isActive
    transponder.setTags
    shield.getState
    shield.setResistances
    shield.inLockdown
    shield.isActive
    shield.startVenting
    shield.stopVenting
    shield.isVenting
    shield.setLockdownExitTime
    door.isOpen
    forcefield.isDeployed
    forcefield.setMaxLength
    landingGear.isDeployed
    light.isActive
    light.isBlinking
    weapon.isOutOfAmmo
    adjustor.isActive
    adjustor.setTags
    adjustor.isIgnoringTags
    brake.isActive
    brake.setTags
    brake.isIgnoringTags
    airfoil.isStalled
    airfoil.setTags
    airfoil.isIgnoringTags
    engine.isActive
    engine.isTorqueEnabled
    engine.isOutOfFuel
    engine.hasFunctionalFuelTank
    engine.setTags
    engine.isIgnoringTags
    antiGravityGenerator.isActive
    receiver.hasChannel
    receiver.setChannelList
    core.isEngineIgnoringTagsById
    core.deleteSticker
    core.moveSticker
    screen.isActive
    screen.getMouseState
    gyro.isActive
    laserDetector.isHit
    laserEmitter.isActive
    manualButton.isDown
    manualSwitch.isActive
    manualSwitch.isDown
    radar.setSortMethod
    radar.isConstructIdentified
    radar.isConstructAbandoned
    radar.hasMatchingTransponder
    construct.isWarping
    construct.isInPvPZone
    construct.isPlayerBoarded
    construct.isPlayerBoardedInVRStation
    construct.isConstructDocked
    construct.setDockingMode
    construct.dock
    construct.undock
    construct.forceDeboard
    construct.forceUndock
    construct.forceInterruptVRSession
    player.isSeated
    player.isParentedTo
    player.isSprinting
    player.isJetpackOn
    player.isHeadlightOn
    player.isFrozen
    player.hasDRMAutorization
    system.destroyWidgetPanel
    system.destroyWidget
    system.destroyData
    system.updateData
    system.addDataToWidget
    system.removeDataFromWidget
    system.isFirstPerson
    system.isViewLocked
    system.isPlayingSound
     
    As for other changes, such as the JSON library change, we've made sure to maintain compatibility with your existing scripts, either by making added arguments optional (thanks to the implementation of the nil type in our API), or by adding derivations. However, in the future, I recommend including the "json.lua" library instead of "dkjson.lua" to avoid using the compatibility layer if you want to optimize your script.
     
    As with every update, we'll also be pushing an updated Lua API mockup on the game's official GitHub.
     
    We hope this helps you better prepare for the upcoming Lua changes in update 1.4! Happy coding, Noveans!
     
    NQ-Ligo
  12. Like
    Moulinex reacted to NQ-Wanderer in GAMEPAD AND JOYSTICK SUPPORT ADDED IN DUAL UNIVERSE'S INPUT REMAPPING UPGRADES   
    Greetings, Noveans!
     
    Every gamer is unique, each boasting their own preferred playstyle, control setup, and comfort zones. Your game controls should reflect this individuality. That's why our Input Remapping Upgrades, coming soon in Update 1.4, are designed to give you more control - literally and figuratively.
     
    Dual Universe hosts numerous controls, many of which have been hidden from players. Our Input Remapping Upgrades will vastly expand the game's control settings, making these hidden controls visible and customizable. You can rebind them to your preferred keys… including those on gamepads and joysticks! Both systems are now correctly supported. For instance, you can bind specific controls to the axis turn of a joystick.
     
    In addition, we've introduced many new controls, allowing you to personalize your settings with intricate detail. If you’re a player who enjoys crafting your control schemes, you’ll find these new options on our control settings page.
     
    This is just the beginning, Noveans. We’re already working on introducing more features to Input Remapping in the future, such as the ability to import and export control profiles to the server, allowing for seamless importing into applications like GeForce Now. We also aim for more direct Lua integration in future versions.
     
    These changes are designed to empower you and make Dual Universe more accessible by supporting gamepads, joysticks, and more. Whether you plan to intricately craft your control schemes or simply enjoy flying across Helios with a HOTAS system, we hope you’ll have a great time with the Input Remapping Upgrades in Update 1.4.
     
    The Novaquark Team
     
  13. Like
    Moulinex reacted to NQ-Wanderer in WE'RE UPGRADING LUA IN DUAL UNIVERSE!   
    DEVBLOG: 1.4 LUA API UPDATE
     
    Greetings, Noveans! This is NQ-Ligo again,
     
    Some time ago, we redesigned the Lua API of Dual Universe, introducing new features and opening up many possibilities. Today, we’re launching the next major update to the game’s Lua, addressing the remaining fundamental issues and adding numerous new features.
     
    In this post, I’ll present some upcoming 1.4 changes to give you ample time to adapt your creations. I’ll walk you through the changes we're making to the backend, as well as some cool additions to the game’s Lua API.
     
    Fundamental Changes
     
    Let’s start with the fundamental issues we had yet to address in the game’s Lua.
     
    - Update of the Lua Environment
     
    To leverage the optimizations and basic improvements in the Lua environment, we have updated it to version 5.4.4. You can review the changes on the official website of the language (https://www.lua.org/manual/5.4/readme.html#changes. Still, please note the introduction of new features such as:
    New generational mode for garbage collection
    New attributes for variables (const and to-be-closed)
    New implementation for math.random
    New semantics for the integer 'for' loop
    Optional 'init' argument to 'string.gmatch'
    New function 'coroutine.close'
    String-to-number coercions moved to the string library
    New format '%p' in 'string.format'
     
    - Replacement of the dkjson Library
     
    For some time, we have been addressing performance issues with Lua systems. A significant factor related to these performance issues is the use of JSON. Thus, we reduced the use of JSON in favor of Lua tables. However, after consulting many of you, it appears that JSON is still widely used by our players. Hence, we decided to replace the dkjson library with the json.lua library (https://github.com/rxi/json.lua), a pure Lua library that is much more efficient.
     
    We've added a compatibility patch to prevent your existing scripts from breaking.
     
    - Boolean Type and Nil Support
     
    Until now, booleans returned or used in the Lua API were treated as integers 0 or 1. While this may seem minor, it was crucial to resolve for several reasons, including performance and backend considerations.
     
    Good news: we've now resolved this issue, allowing the Lua API to accept arguments and return real booleans! This will allow you to optimize your scripts.
     
    Additionally, we've integrated nil. Until now, we could neither return nor accept nil as an argument. Again, while this may seem minor, resolving this issue allowed us to introduce the concept of optional arguments and optimize the Lua data stack. You will see its application in the additions we are introducing.
     
    In addition to these visible fixes, we've made several backend improvements to the game's Lua binding. Consequently, we decided to use this opportunity to increase the instruction limit of the Lua environment (the limit that triggers the CPU OVERLOAD error). Starting from version 1.4, this limit will be increased from 2,000,000 to 10,000,000 instructions, accessible with the getInstructionCount and getInstructionLimit functions added to the Lua system API.
     
    With this change in Boolean support, you will need to adapt your existing creations to ensure they continue to function as expected. We believe the benefits of these updates justify the effort and we appreciate your understanding and cooperation as we continue to improve the game's Lua environment.
     
    Improvement of the Syntax Highlighting
     
    We've enhanced the syntax highlighting in our code editor interface to simplify your coding experience. We understand that coding can be challenging, especially for beginners. That's why we took the time to create a straightforward syntax highlighting system to make coding in Dual Universe easier and more enjoyable.
     
    While we've improved syntax highlighting, it isn't a full-fledged code analyzer. It's merely a tool to help you read and understand your code more easily. We aim to make coding more accessible and affordable for everyone, and we hope this update will contribute to that. The new system incorporates the coloring of APIs for system, unit, library, construct, player, and Lua operators.
     
    Enrichment of the Lua Codex
     
    We're thrilled to announce a new section in the Lua CODEX - the "Usage Example" section. This section provides detailed explanations and code examples to help you better understand how to use the functions within our API. It will be added to each function or event that requires further explanation.
     
    We understand that learning to use a new API can sometimes be daunting, especially if you're new to coding. Therefore, we believe that providing examples, use cases, and deeper instructions on how to use the various functions in our API will help you better understand our game's API, making your coding experience more enjoyable.
     
     
    Radar Data Pre-filtering
     
    Despite our efforts to optimize and make the processing of radar data more flexible, particularly by integrating the getConstructs function to return the list of constructs in scope as a Lua table, we've considered and studied additional improvements.
     
    Thanks to the integration of nil support in our Lua environment, we decided to improve the getConstructs function by adding the following optional pre-filters:
    [bool] isMatching: True to filter out constructs with a matching transponder, false otherwise
    [int] constructKind: The construct kind id to filter out constructs (Universe = 1, Planet = 2, Asteroid = 3, Static = 4, Dynamic = 5, Space = 6, Alien = 7)
    [string] coreSize: The construct core unit size to filter out constructs ('XS', 'S', 'M', 'L', 'XL')
    [bool] isAbandoned: True to filter out abandoned constructs, false otherwise
     
    This filter is in the form of a table in the third argument of the getConstructs function. So you can, for example, filter:
    {isMatching = true}, to list only constructs with a matching transponder
    {isMatching = false, constructKind= 5}, to list only dynamic constructs with a non-matching transponder
    As you can see, this filtering is combinable and optional, enabling you to filter the data you receive before processing it through Lua, allowing you to optimize your scripts.
     
    Conclusion
     
    We hope these updates and performance upgrades will improve your Lua experience in Dual Universe. There are still many other additions to the Lua API waiting to be discovered in this release. Happy exploring!
  14. Like
    Moulinex reacted to CrazyHenky in DU BOT BUILD OFF CONTEST!   
    A little reminder for anyone attempting the BOT Build off. At CCU we have a little display of all honeycombs u can craft in the nano pack.
    Feel free to give it a visit in VR :  CCU Voxel Library

    Happy building !
  15. Like
    Moulinex reacted to NQ-Nyota in DU BOT BUILD OFF CONTEST!   
    Calling All Bot Builders!

    Do you like robots? How about a challenge to build a bot with specific material requirements? Then read on as this is the contest for you! Welcome to the DU BOT BUILD OFF CONTEST!

    We want you to feel the spark of inspiration, knock the rust off your imagination, and polish up your building skills. Show us your most amazing robot creations!

    Are you ready for this challenge? We hope so, because this is also a nanocrafter only challenge. This means that the materials you use can all be crafted in your nanocrafter (no industry objects/materials permitted).
     
    Also, because you like challenges right? We’re only allowing a certain amount of elements and honeycomb you can use on your robot creations. Are you ready? Bot on!

    Deadline: Friday June 2nd @ 20:00 UTC (4:00 PM New York/Toronto time)

    Please click this link for the Entry form
     
    Construct Rules & Specifications

    Please make sure to check your bot constructs so that they meet the requirements below to be eligible:
     
    One (1) XS Dynamic Core Unit Up to 100 Nano-craftable Elements -  Including XS Dynamic Core Unit and the 6 light sources. Six (6) Light Sources - XS lighting elements only Up to 60m3 Nano-craftable Honeycomb material in total
    What can you win?

    First Prize - Your very own unique in-game title “Brilliant Bot Builder” and three months of game time.
    Two (2) runner ups will each receive one month of game time.

    Once your entry has been submitted and reviewed to make sure it meets all of the bot requirements, they will be put on display near the display at The Exchange located here: ::pos{0,2,24.7050,99.0905,147.7182} and you can also VR by searching for: DU Bot Build Off Display Area 
     
    Happy building Noveans. we look forward to seeing what kind of bots you can create!
     
  16. Like
    Moulinex reacted to NQ-Nyota in GETTING READY FOR 1.4? Dev Q&A Summary   
    Hello, Noveans!
     
    During our most recent livestream, NQ-Deckard and NQ-Entropy joined us and answered questions about upcoming features in update 1.4, which will be coming soon to Dual Universe. We know you have many questions, and to make it easier for you to stay informed, we wanted to summarize what was shared.
     
    PvE Missions
     
    We are excited to add PvE Combat missions in update 1.4, where players participate in missions against NPCs using familiar PvP mechanics. Here's an overview of what to expect in PvE Missions:
     
    Difficulty Levels: Missions will have various difficulty levels, from very easy to very hard. Players can solo the lower tiers, but as the difficulty increases, players will need to team up to complete the missions using ships with a crew equipped with multiple sets of guns.
     
    Challenging Gameplay: Even for experienced players, the higher-difficulty missions will be tough. Players will need to strategize and optimize their ships to achieve victory.
     
    Customizable Mission Ships: Players must build their own mission ships within the parameters set by each mission. Restrictions may apply, such as not allowing large battleships in easy missions. Players can choose their preferred weapons, shields, and variants for their ships.
     
    Instanced Battles: Missions will be instanced, using similar technology as VR challenges. However, players can now bring their own ships and enter the same instance alongside multiple other players. You must also supply your own ammunition, scrap, and fuel; any lost elements during the mission will be your loss.
     
    Rewards: Completing missions will earn players quanta, addressing feedback requesting more ways to make in-game currency. PvE Combat provides an alternative method for players to fund their gameplay, similar to hauling missions.
     
    Scaling Difficulty: The intention is for very easy missions to be accessible to new players with a few days of talents without requiring perfect equipment. As players progress to higher difficulties, missions become more demanding and require precise strategies.
     
    Loss Consequences: We are currently finalizing what happens when players lose a mission, with the goal of not being overly punishing. One possibility is allowing players to salvage their ships if they fail a mission.
     
    Mission Retreat: If players find a mission too difficult, they can retreat to the entry point to save their ship and resources. Completing the mission isn’t needed to escape.
     
    More information about PvE Missions, including specifics on the consequences of losing a mission, will be provided as we develop and refine the feature.
     
    PvP Changes
     
    We are implementing significant changes to our PvP mechanics, including:
     
    We’re changing the tracking formula that runs hit or miss calculations, especially the impact of ship cross-sections on the formula. We expect this to shift the meta away from lighter ships with small cross-sections by removing the protection they currently enjoy from the low probability of being hit by medium and large guns.
     
    We’re also adjusting most parts of PvP, with changes to systems such as base weapon stats and removing debuffs from weapon variants.
     
    Shield venting is also being changed, and stasis weapons are being buffed to make them more powerful and relevant to their role, for instance, in tackling small ships that get caught.
     
    We are also investigating server issues and lag in PvP. To help us address these problems, please submit detailed reports with player names, ship names, times, and any other relevant information when lag occurs. These issues are difficult for us to replicate on our end, and being specific in your reports will enable us to analyze our logs better.
     
    Planets
     
    In Update 1.4, we aim to reintroduce two planets, each with exciting new features and locations:
     
    Sicari: Retaining its original feel but visually enhanced with more interesting elements and a new location.
     
    Sinnen: Completely reworked from the ground up and placed in a new location.
     
    Following player feedback, we are experimenting with closer positioning for the new planets. Stay tuned for upcoming images showcasing these planets in the coming weeks.
     
    Additionally, Update 1.4 will introduce three new Alien Core Units, enabling access to all types of plasma in the game.
     
    LUA Changes
     
    We are implementing several updates to the Lua system, which may cause temporary disruptions but are essential for long-term improvements. Some changes include:
     
    Update Lua version to 5.4.4 Slightly improve the syntax highlighting Fixed the boolean type to return 'true' or 'false' instead of 1 or 0. Seeking faster solutions for JSON encoding and decoding.  
    We've taken the opportunity to introduce some minor changes to radar to help filter signals.
     
    We will have more detailed information coming on the Lua changes soon.

     
    Joystick Support
     
    This feature has taken significantly more resources than we had anticipated, but it does look like we’ll have full joystick support in update 1.4.

     
    Thanks for reading, Noveans. If you have any questions about the PVE Mission System, you can submit them to our upcoming PvE special episode of Ask Aphelia using this form and we’ll do our best to answer them.
     
    The Novaquark Team
  17. Like
    Moulinex reacted to RugesV in Warp beacon RDMS   
    Please fix warp beacon rdms to make it so you can set people/orgs to warp to specific beacons. 
  18. Like
    Moulinex reacted to NQ-Nyota in Introducing Ask Aphelia Mini Guides!   
    Greetings Noveans,
     
    We are pleased to introduce our new Ask Aphelia Mini-Guides to all of you!
     
    We are starting out with some basics and we hope that new and experienced players alike will enjoy these mini guides and find the information helpful.

    Ask Aphelia Mini Guides Introduction

    Ask Aphelia Mini Guides Episode One (Schematics)
     
    Ask Aphelia Mini Guides Episode Two (Linking System)
     
    Ask Aphelia Mini Guides Episode Three (Talents)
     
    Ask Aphelia Mini Guides Episode Four (Engineering Reports)

    Ask Aphelia Mini Guides Episode Five (Flight Mechanics)
     
    If you have a gameplay question for Ask Aphelia, a question about from the above mini guides or even a topic that you would like to suggest for a future Mini Guides episode, please use our handy and easy to fill-out form.
     
    And as always, whether you are new to Dual Universe or an experienced Novean, we wish to thank all of you for being part of our universe. ❤️
  19. Like
    Moulinex reacted to NQ-Nicodemus in Luv Me DU Event   
    Greetings Noveans!
     
    February is here and love is in the air! 
    We think it is a great time to show our love for our players by offering the chance to get some free goodies with the “Luv Me DU” event.

    “Luv Me DU” Event Details:
     
    Stop on by and get your free gifts from the “Luv ME DU” Event dispenser, which is located in the center of the Alioth Exchange, in front of the Red Hall, here:
     
    ::pos{0,2,24.3790,99.3714,123.9987}
     
    The “Luv ME DU” dispenser will be available until Monday February 20th 2023 @ 18:00 UTC.
     
    Along with the free loot, there will be the makings of your very own Luv ME DU Decoration construct.
     
    We would really LUV to see your best screenshots, of you and your Luv Me DU construct, in your favorite location or interesting situation.

    You can share your screenshots here in this thread, or send them along to the Community Spotlight.

    We want to send our appreciation out to our players, and thank you all for being part of Dual Universe!
     
  20. Like
    Moulinex reacted to Yoarii in Maintenance Unit   
    Not an actual bug, but some general feedback. The time it takes to repair a ship seems based on core size with a time of 3h for an M-core. That seems very steep. I get it, it is not a replacement for the repair tool, but still. imho the time it takes to repair should be based on the amount of damage that it needs to repair, not a fixed time.
     
    Also, are repair talents taken into consideration when using the maintenance unit to repair a ship?
  21. Like
    Moulinex reacted to VarietyMMOs in Update 1.3 is on its way: Maintenance Units, schematic containers and more   
    1.2 and 1.3 updates seem to be aimed at what the players want the game to be instead of whatever plan was being worked on previously and it shows. 
     
    Keep up the communication and creating a fun game to play.
    Looking forward to PVE teaser photos!
  22. Like
    Moulinex reacted to Hagbard in Update 1.3 is on its way: Maintenance Units, schematic containers and more   
    a really nice set of features. looking forward to this release!
    thx NQ!
  23. Like
    Moulinex reacted to NQ-Wanderer in Update 1.3 is on its way: Maintenance Units, schematic containers and more   
    Dear Noveans,
     
    Update 1.3 is on its way! As we finalize the Maintenance Unit and prepare for its public test session (more on that below), we are excited to share the details of update 1.3 with all of you.

    We also want to thank you for your patience as we work towards bringing you a new PvE system in Dual Universe. Our development team is working hard to create an exciting and enjoyable feature that provides the best gaming experience for everyone. We are prioritizing PvE and are working to bring it to you as soon as possible. In the meantime, you can still look forward to other new features (like the ones below), with more details coming on our Social Media and teaser livestreams on Twitch.

    With that, let’s look at update 1.3!
     
    THE MAINTENANCE UNIT

    We’re replacing Repair Units with Maintenance Units, giving players more flexibility in maintaining their constructs by allowing repair and disassembly.

    Repair:
    You can choose to repair damaged elements, honeycomb, or both Use scrap to repair damaged elements or replace them Choose what happens to extra elements: If damaged elements are not part of the original snapshot, they can either be recycled or repaired with scrap and recovered. They will be recovered if they are undamaged but not part of the original construct snapshot. Destroyed extra elements (those with no remaining repair counts) will be recycled.  
    Repairing honeycomb structures requires the exact amount of honeycomb missing, and elements still need the same amount of scrap to fix.

    Disassembly:
    You can remove all honeycomb and elements on a construct, including the core. The maintenance unit will use its linked container to retrieve all items instead of using it to repair. Damaged elements can be repaired with scrap before recovery or recycled. Destroyed elements (those with no remaining repairs) will always be recycled.  

     
    THE CONSTRUCT SCHEMATIC CONTAINER

    Following popular demand by our community members who grew tired of manually inserting schematics into industries, we’ve now added the option to designate a single container on a construct to act as the schematic provider for all industry units on the construct.
    This feature is accessible by simply right-clicking on a container and selecting “Set as schematic container” from the context menu.
     
    UEF SHOP EXPANSION

    Looking to buy ships from Aphelia? We’ve grown the UEF shop with new floors and a Blueprint Basement that sells copies of all outposts and speeders. Before launch, we ran the ‘Build Your Legacy’ contest, giving DU builders a chance to be woven into the game by building speeders and outposts for new players. We’ve added the winners to our First Time User Experience and into the Blueprint Basement of UEF stores. We’ve also added four bonus speeders and an extra outpost!
     

     
    INTRODUCING EASYANTICHEAT (EAC)

    Accessing and manipulating game files is critical to many disreputable players who want to cheat by automating actions or gaining hidden data, for example. To combat this, we shortlisted EQU8 and EasyAntiCheat (EAC) when implementing our original solution for Dual Universe. With the sale of EQU8 to 1047 Games and the closure of their service to third-party customers, we will switch to EAC.
    We want to thank EQU8 for their amazing service and responsive support and are excited to transition into EAC. The only change that should be visible to our players is seeing EAC instead of EQU8 as the anti-cheat system in Dual Universe.
     
    UPCOMING PTS SESSION

    Many of you have requested a PTS testing session, and our goal is to open the PTS to the public between Friday, February 10th, at 10:00 UTC and Monday, February 13th, at 10:00 UTC.
    The PTS will allow you to test all features of Update 1.3 and help us with information and feedback on the PTS Forum thread to tune the features.
    Your involvement has been invaluable in helping us shape the future of Dual Universe. As we progress with development, we want to thank you for your continued support and engagement and invite you to share your feedback. We’re working hard to give you all an enjoyable and immersive gaming experience and look forward to introducing more upcoming features.

    Thanks for playing, Noveans!
  24. Like
    Moulinex reacted to HollyDOL in DUAL UNIVERSE: WHAT'S COMING NEXT   
    The news sound good, only hoping the implementation isn't just the way of least pain like asteroid "update" (read UI change with a tweak of few timers). Even if it means it will take 12 months instead of 4.

    Some points to cargo delete lock:
    1. I entirely support the notion of cargo jettison instead of delete lock.
    2. The jettison can needs to have short life span and radar should be able to show it's mass.
    3. Remove cargo destruction from container hub destruction - it's nothing more than warehouse index and doesn't hold anything on it's own.
    4. Every loss of container life should imo also affect what's inside, how much gets lost/ruined is a matter of balancing.
  25. Like
    Moulinex reacted to Daphne Jones in DUAL UNIVERSE: WHAT'S COMING NEXT   
    I absolutely agree with this. Replace "no" with "yes, and"
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