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m0rrty

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  1. Like
    m0rrty 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
    m0rrty 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
    m0rrty reacted to NQ-Nyota in Congratulations on Successfully Completing the Astrophage Campaign!   
    From: Dr. Akina Eldon, Commanding Officer of the ASV Perseus, Flagship of the Janus Gate Taskforce
    And: Admiral Magnus, Commanding Officer, ACV Orion (2-CVT-65)

    Announcement: The Astrophage Campaign

    To All Novean Mercenary Forces,

    We stand today united as the guardians of Helios and the protectors of humanity. The struggle against the Astrophage is not behind us, but thanks to your unyielding bravery, the immediate threat has been contained. We've shown the enemy that we will not go quietly into the dark, we are here to stay, to grow, and to reclaim our place amongst the stars.

    Rewards & Recognition

    In acknowledgment of your efforts in defending the Arkship Novark and the entire Helios system, Aphelia and Command have authorized a package of rewards for the most effective combat crews. You fought not just for yourselves but for the future of all Noveans. Therefore, a substantial Quanta bonus and high-tier shield elements will be deposited directly into the inventories of deserving combat crews.

    However, valor isn't only measured in victories. We saw that many of you gave your all on the battlefield, time and again, but did not achieve the same combat success as your comrades. For your sacrifices, your efforts, Command will honor you as well with a special title to recognize your role in this pivotal moment in our history. We will forward details on the new titles to be awarded in a special communication.

    The Journey Ahead

    Make no mistake, Noveans, this fight is far from over. But take this moment to celebrate your achievements and your survival. It's a testament to our resilience, and proof that united, we can face whatever the cosmos throws our way.

    Remember, the key to our future lies in understanding the past—be it the secrets of the Janus Gate or the messages left by the Gate Builders. Our struggle is not just against the Astrophage, but also for the wisdom to navigate the perils and opportunities of Helios. Our scientists continue to delve into xenoarchaeological sites, and every bit of understanding we gain strengthens us.

    Prepare for the challenges ahead, but for now, enjoy your well-deserved rewards. You've earned them. Keep your shields up and your spirits higher.

    In Unity, There is Strength.
    In Courage, There is Hope.
    In Victory, There is Survival.

    Onward, Noveans!
  4. Like
    m0rrty 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
     
  5. Like
    m0rrty 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!
     
  6. Like
    m0rrty 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!
  7. Like
    m0rrty 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
  8. Like
    m0rrty reacted to NQ-Nyota in DU BOT BUILD OFF CONTEST!   
    Hey folks! The bot entries we've gotten so far are all available to see near the Exchange:  ::pos{0,2,24.7050,99.0905,147.7182} Go check'em out!
     

     
    If you submitted your bot to the build off but do not see it on the platform that means that it did not meet the requirements (Most of the errors have been using parts that are not nano-craftable) listed in the rules. You can go ahead and modify your bot so it meets the requirements and just resubmit it via the form and we'll review it again and place it when it qualifies.
     
    Get those bot entries in! 🤖

     
  9. Like
    m0rrty 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!
     
  10. Like
    m0rrty 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
     
  11. Like
    m0rrty 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
  12. Like
    m0rrty reacted to NQ-Nyota in ORBITAL ASCENT BUILD OFF!   
    Hello, Noveans!

    We’re thrilled to announce our latest build contest! We’re looking for exceptional ship designs to include in an upcoming feature of update 1.4. This would be for a VR challenge that is like the current atmospheric and space piloting challenges available in the VR network, that will take players to an orbital installation above Alioth.

    We want to invite every Novean to have a chance to get their ship included in this new mission. This is a very quick draw type shipbuilding competition, and to participate, you must submit your ship design using our form by May 8th, 2023, @ 16:00 UTC.

    To be eligible, your ship must meet these requirements:
     
    Be able to fly in both atmosphere and space. Be an S-core hauler capable of carrying a minimum of 33 tons of cargo out of Alioth's atmosphere without any piloting talents, with at least seven (7) thousand liters of cargo volume. No weapons. Have a stand-out design! Send us your most unique and interesting builds.
    All shipwrights chosen will have their ship included in the upcoming orbital mission and will also win three months of game time.
     
    Good luck, Noveans! We look forward to seeing your designs!
  13. Like
    m0rrty reacted to NQ-Nyota in AN EGG-CELLENT ADVENTURE TOUR!   
    AN EGG-CELLENT ADVENTURE TOUR BEGINS SOON!
     
    Spring is here and it is the perfect opportunity to see what you've been up to Noveans! 

    We'll be starting up the engines of our Egg-cellent Adventure Tour ship starting on Tuesday, April 18th at 18:00 UTC. Come join us as we fly through the friendly and sometimes not so friendly skies of Helios visiting the amazing places that have been created!
     
    Here's all the details:
     
    Your tour guide NQ-Nyota and your skillfull pilot NQ-Nicodemus will be welcoming you on this most Egg-cellent adventure. We will be visiting as many places as we can and we will be hopping on/off the ship at different locations. The expected duration of these tours will be approximately one hour to 90 minutes long depending on where we visit.  

    We will also be having a livestream for our first tour, starting at 18:00 UTC on April 18th, 2023. Please join us for all the fun on our Twitch channel!

    Where will we be visiting?

    Each of our daily tours will be different as we search high and low for all of the places to see. However, we need your help!
     
    We need you to suggest the best places to visit (even if it's your own build/place) via this form.

    All places we will visit will receive a most egg-cellent gift! You like surprises right? On top of the gift(s) there will also be a screen with a quote inside. Which quote will you get? Which quote will your friends and fellow Noveans get? What's in the egg? How many different quotes will there be? These egg-cellent mysteries will be solved during the tours!

    🥚DEADLINE TO SUBMIT LOCATIONS IS APRIL 18th, 2023 @ 18:00 UTC🥚
     
    Here is the schedule of An Egg-cellent Adventure Tours:

    Tuesday April 18th, 18:00 UTC  (2:00PM New York/Toronto time)
    Wednesday April 19th, 23:00 UTC (7:00PM New York/Toronto time)
    Thursday April 20th, 18:00 UTC (2:00PM New York/Toronto time)
    Friday April 21st, 21:00 UTC (5:00PM New York/Toronto time)
    Saturday April 22nd, 14:00 UTC (10:00AM New York/Toronto time)
    Saturday April 22nd, 23:00 UTC (7:00PM New York/Toronto time)
    Sunday April 23rd, 18:00 UTC (2:00PM New York/Toronto time)
     
    These tours will all begin and end at The Institutes (which you can find on the Point of Interests) and will be available via VR: Eggcellent Adventure Tour when the tours start. 
     
    We’ll do our best to make sure these journeys are safe and secure, but we must tell you that we cannot be responsible for any lost items in case of emergency (especially if Nyota gets in the pilot seat)! 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 in these tours. There will be a rez node available should things take a few 180 degree turns.

    The Egg-cellent Adventure tour basket ship can be admired over at The Exchange, but you might want to bring your sunglasses. It is bright and spectacular! Here is the location: ::pos{0,2,24.4148,99.1215,128.0843}
     
    We are looking forward to seeing you on this Egg-cellent Adventure Noveans!
  14. Like
    m0rrty reacted to NQ-Wanderer in Update 1.1 is here: new pets, new skins, new building tools   
    What’s in Update 1.1?
     
    New skins, new pets and new emotes now awaits you in Dual Universe 👇
     
    Avatar skins for both body types
    (Gold/Sapphire/Ruby/Emerald/Diamond/Kyrium Kickstarter and Founder packs)
    - Alpha Team outfit


        (Silver+ / Contributors / Sponsors / Patrons)
    - Arkship Passenger outfit (Bronze)
      - Military outfit
      (Gold+ / Sponsors / Patrons)
    - Arkship Passenger outfit (Silver)
      - Earth Legacy outfit (Silver)
      (Ruby+ / Patrons)
    - Arkship Passenger outfit (Black)
        - Earth Legacy outfit (Black)
     
     
    New emotes
    (Gold+ / Sponsors / Patrons)
    - Dance
    - Cry
    - Thumbs down
     
    - Thumbs up
    - Just DU it
     
    (Ruby+ / Patrons)
    - Victory
    - Threat
    - Facepalm
    - Silly dance
    - Salute
     
    Two versions of pets, with a total of eight variations.
    - Automata Tier 1: Automata Nora-SP
    pet_agnes_tier1 (1).mp4
    - Automata Tier 2: Automata Nieve
    pet_agnes_tier2 (1).mp4
    - Automata Tier 3: Automata Spud-7
    pet_agnes_tier3 (1).mp4
    - Automata Tier 4: Automata Max-E 
    pet_agnes_tier4 (1).mp4
    - Automata Tier 5: Automata Elite
    pet_agnes_tier5 (1).mp4
    - Anicham Tier 1: Anicham Scrap
    pet_alex_tier1 (1).mp4
     
    - Anicham Tier 2: Anicham Comp
    pet_alex_tier2 (1).mp4
     
    - Anicham Tier 3: Anicham Max
    pet_alex_tier3 (1).mp4
     
     
     
    Update 1.1 also brings many features to the game 👇
    Grid Snapping: with this feature, when deploying a blueprint, you can snap to the grid of another already placed core, like when placing a Space Core Unit. This feature will help you to align cores perfectly with one another while deploying blueprints.
    Element recycling: dismantling elements back into a portion of their components.
    Steam Achievements
    Eight new talents linked with schematic creation.
     
    See you in Dual Universe!
     
  15. Like
    m0rrty reacted to NQ-Wanderer in NEW BLUEPRINT TOOLS AT LAUNCH   
    Rebuilding Helios will be easier with our enhanced Blueprint Deployment Tools.
     
    bptoolv3.mp4  
    You can omit any element, swap missing honeycomb, and soon after launch, snap blueprints to deployed cores.
     
    What will you build first, Novean?
  16. Like
    m0rrty reacted to NQ-Wanderer in BUILD YOUR LEGACY NOW!   
    Our building contest has started!
     
    All Noveans are invited to The Exchange, in front of the Red Hall. Dispensers are set with elements and honeycomb for the duration of the contest. It ends on Thursday 22nd of September at 14:00 UTC.
    Dispensers exact location: ::pos{0,2,24.3793,99.3716,124.9536}
     
    Be sure to submit your constructions before that deadline, through this google form.

    As a reminder, if your build meets our specifications, it could be included in a future iteration of our available starting outposts and speeders for new players.*
     
    * Please keep in mind that if your constructs are selected for the contest, they will not be protected by Digital Rights Management. You however won’t need to turn DRM off when creating your construct for the contest.
     
    If you have any question, let us know in this discussion thread!
  17. Like
    m0rrty reacted to NQ-Wanderer in RESET: HOW TO PREPARE   
    Hello, Noveans!
     
    With the launch of Dual Universe a month away, we want to talk about how to prepare for the upcoming server reset.
     
    We’ve outlined the parts of your gameplay that you’ll keep post-reset in our announcement video and in the letter from our Creative Director. Today, we want to expand on that and discuss how best to prepare for the reset and how to get the most out of it.
     
    PREPARE YOUR CORE BLUEPRINTS

    Make a Core Blueprint of every construct you want to keep and make sure that you store it in your nanopack or in a container on a construct that you own, though we advise that you keep them in your nanopack as it’s the safest place to store them.
     
    If you have Core Blueprints in the care of others or in other locations around Helios, don’t forget to gather them, should you want to keep them. Being the original owner of a Core Blueprint has no impact on Core Blueprints outside of your possession. You will keep only those Core Blueprints in your nanopack and owned containers.
     
    The same applies to organization-owned Core Blueprints. If you’re a superlegate of an organization, make sure that you store your Core Blueprints in your nanopack or that they’re stored in a container on a construct owned by your organization, though again, we advise that you keep them in your nanopack.
     
    PREPARE YOUR ORGANIZATIONS

    Make sure that each organization you want to keep has a player as its superlegate. Any organization without a player as its superlegate will be lost at the reset.
     
    Make a list of members you would like to reinvite after the reset. Though any organization with a player as its superlegate will remain after the reset with its Core Blueprints, Name, Logo, and Manifesto intact, membership will be reset.
     
    You can use the in-game contacts system (which will remain after the reset) to keep track of your members or simply make a list outside of the game. 
     
    DON’T WASTE TIME PREPARING YOUR MINING UNITS

    We will reset the ore distribution on each body in Helios. To find good spots for your mining units, you’ll need to re-build your Territory Scanners and hunt the tiles down. None of your pre-reset knowledge of hotspots will be valid post-reset.
     
    PIONEER PACKS AND THE TALENT ACCELERATOR 

    The Pioneer Packs' items will be delivered in the first month after launch. If you’d like your collectibles, you’ll need an active subscription, and you’ll need to log into the game during its first month after release to receive them.
     
    The talent point and quanta awards will be given on the final day of each month for the first six months of release. Again, you’ll need an active subscription to receive them.
     
    Finally, if you've subscribed to the game, ensure that you have at least six months of talent training queued up. The talent point accelerator event, which is open to all players, will boost your talent point acquisition in the first six months of launch by:
    100% for the first month 50% for months two, three, and four 25% for months five and six   
    The launch of Dual Universe will likely be the last time in the game's life where the economy will be an even playing field. Though beta players and backers will gain some advantage by the end of the six-month launch period, the start of the launch will see every player on the same starting line. There’s never been a better time to join! 
     
    We’re excited to see you in Helios on the 27th of September. In the meantime, don’t hesitate to share your feedback on reset preparation here.
  18. Like
    m0rrty reacted to NQ-Wanderer in Grid Snapping - Announcement   
    Dear Noveans,
     
    We have a brief update on the upcoming changes to the blueprint deployment tool.

    We had hoped to implement the grid-snapping feature at launch or in the first update after launch, but we’ve encountered a delay. We recognize that this is an essential tool for players to rebuild their multi-core constructs, and we’re working hard to implement it. You can expect it in one of the first updates after launch.

    The voxel swapping and element omission features are still arriving with the launch.

    Thank you for bearing with us. Rest assured that this is one of our top priorities.
     
  19. Like
    m0rrty reacted to NQ-Nyota in Creative Director's Note: Details of the Reset   
    Dear Noveans,
     
    This is Cyrille Fontaine (NQ-Kyrios) again. I’m writing to follow up on our announcement video released earlier today. I’d encourage you to watch it if you haven’t already as it presents our decision to reset Dual Universe when we launch.
     
    In this letter, I want to walk you through some of our reasons and give you precise answers on what you will keep after the server reset, as well as how we plan to reward Beta players for their investment in the game.
     
    Deciding whether to reset the server of a persistent, single-shard game like Dual Universe is an enormous and challenging decision. It impacts many departments in the company, such as game design, server, live operations, production, community management, and well, pretty much everyone. But most importantly, it impacts our players. Players who have dedicated time, money, and passion to the game during beta.
     
    But before we go any further, I want to address the elephant in the room: we started sharing information about the reset before we had solid answers because we wanted to give you clarity on our internal dialogues. Though this gave rise to many fantastic protest constructs, such as Vampskull’s intricate toilet paper ship, it also caused uncertainty for our community. I want to extend to you all a truly heartfelt apology for that and to thank you for your patience.
     
    I’ll go through some of the factors we had to weigh below, but what lay at the heart of the decision for us was how we would reward the efforts, support, and contributions of our players during beta while still allowing new players the same opportunity to experience a fresh new solar system to settle at launch. 
     
    With that, let’s get into the details.
     

     
    WHY RESET?
     
    THE ECONOMY
    Betas tend to have bugs and exploits, and Dual Universe has had its share of those. We’ve dealt with issues from item duplication and system exploits to our own missteps. We have improved our monitoring systems throughout the beta, but in order to balance our player-run economy for launch, we have to reset it.
     
    PERFORMANCE
    It’s a technical necessity for us. The game has an extreme quantity of leftover and unused constructs. With changes to maximum construct slots and the Inactive Asset Requisition (IAR) system, the situation has improved, but a full reset will allow us to manage the data load well from the start without the burden of abandoned legacy constructs. With the new systems that we added during beta, data load should not become an issue again.
     
    BALANCE
    The game’s launch will be a fresh start with every player on the same starting line. We want to give every player, whether a veteran or new, the same opportunity to experience the thrill of colonizing Helios during the first days and weeks after launch. 
     
    NEW WORLDS
    It’s also an opportunity to improve our planetary bodies in Helios. We want to give planets more identity, to implement what we didn’t have time to do when we launched the beta. We cannot do that while players are building and terraforming the planets. We also want to experiment with new types of planetary bodies, and a reset allows us to achieve these goals. More information on that will follow soon.
     
    WHAT WILL WE RESET?
    Almost the whole game, with a few exceptions that I’ll cover below. 
     
    This means that everything from planets and territories to items and constructs will be reset. The game’s economy and player progression will also be reset, but we will give beta players back some of their talent points and other items through the Pioneer Packs detailed below.
     
     
    WHAT WILL PLAYERS KEEP?
     

     
    As beta players, you will keep your name and contact list on the new server.
     
    You’ll also keep your Core Blueprints after reset. Whether in a container aboard one of your constructs or inside a package, all of your Core Blueprints will be transferred to your nanopack. However, we’d recommend that you organize your Core Blueprints in your nanopack and create Core Blueprints of constructs that you would like to keep ready for the reset at launch.
     
    You’ll also keep your organizations. Membership will be reset, but the superlegate will remain as the leader to carry the organization into launch with its name, logo, and manifesto intact. However, organizations belonging to other organizations will be erased.
     
    Core Blueprints belonging to organizations, including those housed in containers and packages belonging to the organization will be transferred to the superlegate.
     
    Your Two-Factor Authentication rewards will be reallocated to you after the reset. Your Recruit-a-Friend rewards will also be reallocated, with the exception of any game time rewards that you’ve already consumed.
     
    PIONEER PACK REWARDS
    We’ve also put together three tiers of Pioneer Packs to reward our beta players and give them back some progression, such as a portion of their talent points. They are a thank you from all of us here at Novaquark for the support you’ve shown us during the beta and the time you invested in the game.
     
    We’ll deliver these packages during our six-month launch event in a way that preserves balance at launch and allows new players the same opportunity to compete in the game’s economy. At the start, beta veterans will be in almost the same position as new players, but by the end of these six months, beta players and backers will have one of the three packages outlined below.
     

     
     
    PIONEER PACK - ADVANCED
    This package is available to players who have purchased up to three months of subscription for the Dual Universe beta.
     
    Up to 40,992,000 extra talent points, including the server-wide accelerator event and the beta talent point awards, by the end of the 6-month launch event.
    6 monthly payments of 100,000 quanta.
    5 Schematic copies of Dynamic Core Unit S
    Tier 1 Rare Item - 1 Whirlpool collectible statue
    1 exclusive decorative item: Deco potted plant white
     
    PIONEER PACK - RARE
    This package is available to players who have purchased up to twelve months of subscription for the Dual Universe beta. Please note that it’s not necessary to have used the game time by this date to qualify.
     
    This package is also available to Iron, Bronze, Silver, and Contributor backers from our crowdfunding packages.
     
    Up to 46,992,000 extra talent points, including the server-wide accelerator event and the beta talent point awards, by the end of the 6-month launch event.
    6 monthly payments of 200,000 quanta.
    5 Schematic copies of Dynamic Core Unit S
    5 Schematic copies of Dynamic Core Unit M
    Tier 2 Rare Item - 1 Triangulum collectible statue
    2 exclusive decorative items: Deco potted plant white | Deco carpet
     
    PIONEER PACK - EXOTIC
    This package is available to players who have purchased at least thirteen months of subscription for the Dual Universe beta. Please note that it’s not necessary to have used the game time by this date to qualify for this bracket.
     
    This package is also available to our Gold backers and above from our crowdfunding campaigns, as well as Sponsors and Patrons.
     
    Up to 52,992,000 extra talent points, including the server-wide accelerator event and the beta talent point awards, by the end of the 6-month launch event.
    6 monthly payments of 400,000 quanta.
    5 Schematic copies of Dynamic Core Unit S
    5 Schematic copies of Dynamic Core Unit M
    5 Schematic copies of Dynamic Core Unit L
    Tier 3 Rare Item - 1 Circinus collectible statue
    3 exclusive decorative items: Deco potted plant white | Deco carpet | Deco potted plant black
     
    To receive your Pioneer Packs, you’ll need an active subscription. Item rewards are also only available in the first month after release, and you’ll need to log into the game during this time to receive them. We’ll share more information soon on the server-wide talent point accelerator event, and the extra talent point awards for beta players and backers will be delivered on the last day of each month.
     
    I want to thank all of you again for bearing with us while we resolved the reset question. We hope that the opportunity to relive the thrill of settling Helios is appealing to you. From the new first-time user experience to a whole canvas ready to be recalled to life, Dual Universe is waiting for you.

    We ask that you please use this thread for discussion about this reset announcement.
     
    We’re also creating a special episode of Ask Aphelia about the reset. If you have questions from our announcement video or this letter, please send them to us here.
     
    Stay tuned for more news on the future of Dual Universe, and look for our next major announcement very soon.
     
    Cyrille Fontaine (NQ-Kyrios)
  20. Like
    m0rrty reacted to NQ-Nyota in PLANNED HONEYCOMB CHANGES   
    Hello, Noveans,
     
    This is NQ-Entropy here to talk about our upcoming honeycomb HP and mass rebalance.
     
    We know that our current system doesn’t serve the game well and we want to improve it. We are changing the way that honeycomb masses work, specifically, we are detaching them from their base material mass and unifying honeycomb masses into categories. We will also change how honeycomb HP is calculated and rebalance resistances across the board.
    We also want to invite your thoughts on the proposed changes. The honeycomb mass and hp system impacts almost every area of Dual Universe, from shipbuilding to piloting and PvP. There’ll be an image at the end outlining the details of our proposed changes and a feedback thread where we want to hear your thoughts.
     
    Now, let’s dive into the details.
     
    SEPARATING HONEYCOMB MASS FROM ITS BASE MATERIAL 
     
    In the past, our baseline for the weight of our honeycomb materials was directly based on their base pure and product materials. While a calculation was made to transform it into “honeycomb mass”, it was a straight transformation. 
     
    For example: currently, the unit mass for a liter of Pure aluminum is 2.7kg, making its honeycomb mass 27kg for 1m3 (1000L). If a material weighs 2.2kg, its honeycomb mass would be 22kg/1m3.
     
    This will no longer be the case, and we will take some liberties when transforming pure and product materials into honeycomb. This will allow us a wider range of weights, with a better distribution of weights at all tiers.
     
    While we are taking precautions, this will have an effect on existing constructs. There are certain materials that will relatively drastically change in weight, and that could have an effect on existing constructs. We are actively trying to match the new and old masses as closely as possible, but there will be some outliers. It's worth noting that some materials will also benefit from weight reductions.
     
    UNIFYING HONEYCOMB MASSES
     
    To summarize, each pure honeycomb tier can access four mass classes: very light, light, heavy, and very heavy. Each existing pure material will take one of these 4 mass slots per tier.
     
    Each product honeycomb will have 2 weight classes: light and heavy, with the addition of a special very light honeycomb at tier 1 for plastic. Similarly, each existing product honeycomb will take a light or heavy slot per tier.
     
    Finally, we will have building materials such as Concrete, Brick, Wood, Carbon-Fiber, Marble, and Luminescent. These will have exceptionally light weights and are designed to be used explicitly for building with minimal mass.
     
    Currently, our proposed values go as low as 2-3kg/m3 for the lightest building honeycomb and up to 100kg/m3 for Very Heavy Pures, which are now the heaviest honeycomb in the game.
     
    HEALTHPOINT CALCULATIONS
     
    Pre-combat core stress and pre-Shields, we had linear honeycomb HP based on mass. At that time, the meta was huge blocks of indestructible gold capable of absorbing massive amounts of punishment. This was possible in high part due to our poor initial voxel balancing, which specifically made gold a significant outlier. In an effort to curb that strategy, we made a number of changes to voxel health, firstly drastically reducing honeycomb HP and eventually introducing CCS. By the time that was done, Shields had taken over, and voxels were sparsely used on PvP constructs. Additionally, we now also have to consider the new speed limitations in the mass vs HP choice when it comes to honeycomb.
     
    Now, with unified masses that we can better control and with CCS to control the extreme upper end, we are bringing back linear calculation of honeycomb HP based on mass. Simply put, a multiplier is applied to the voxel mass, which defines the HP of that material.
     
    This will allow players to select light and heavy materials without feeling like there is a bad tradeoff in regards to their mass and their HP.
     
    Currently, the mass to HP multiplier is set to 45. For the aforementioned very heavy materials of 100kg/L, that will give you 4500 raw HP.
     
    REBALANCING RESISTANCE
     
    We are not fundamentally changing how resistances work but are adjusting their values across the board. Resistances are generally increasing to provide better absorption and superior effective HP compared to previous iterations.
     
    Resistances will still go up on a tier-by-tier basis, with building materials having the lowest resistances, then pures, and finally, high-tier products, which will have the best resistances.
     
    We paid attention to two numbers in particular: Effective Healthpoints and Effective Healthpoints per unit of mass.
     
    First, we wanted effective health points to make sense. We wanted honeycomb bulkheads to be capable of absorbing real firepower, and we wanted honeycomb to be good enough to protect elements inside a construct. While the final values and balancing may not be perfect, this is currently something that is starting to work. We’ve run tests with honeycomb bulkheads about a meter thick, roughly representing the armor on a medium-sized ship, and it was more than capable of absorbing multiple hits from max talented L weapons and protecting the elements we had placed behind them. Only after a good amount of shots did holes appear and elements behind start being vulnerable.
     
    We ran multiple tests and generally found that they aligned with our expectations. Lower EHP materials were relevant vs xs and s weaponry but rapidly fell to larger weapons, medium EHP honeycomb was relevant versus medium-sized weapons, while high EHP honeycomb was capable of taking hits from large weapons.
     
    Secondly, we wanted an EHP/mass curve that made sense as you progress up the material tiers. As of right now, going up a tier of a pure or a product guarantees a superior EHP/mass ratio with high-tier products having the best ratio on offer. This should ensure that going up a tier and upgrading your construct to a superior material is never a bad choice.
     
    Finally, a small note on Core Combat Stress. It is currently unchanged as the tests we made noted the new honeycomb values lined up well with the old CCS settings. In view of that it is also a case of not wanting to change too many parameters at once so that in case of further iterations, it is easier to identify issues for tweaking.
     
    FEEDBACK
     
    It’s important to us that we get this rebalance right. Honeycomb’s role in PvP has impacted players significantly from the beta’s start. These changes will also impact many other areas of gameplay such as shipbuilding by altering honeycomb mass. Before implementing these changes, we want to invite your thoughts, especially on the numbers. If you have opinions on how we’re rebalancing honeycomb, please share them with us in this forum thread.
     
    Here is the full breakdown of the proposed changes:
     

     
    We look forward to hearing from you, Noveans.
     
    Until next time, thank you for your attention.
     
    - NQ Entropy
  21. Like
    m0rrty got a reaction from NQ-Nyota in What kind of in-game events would you like to see in Dual Universe?   
    Pvp bots please ❤️
  22. Like
    m0rrty reacted to NQ-Ligo in DEVBLOG: MERCURY LUA API REVAMP - discussion thread   
    Hi Noveans !

    First of all thank you for telling us what you think of the additions and changes exposed in the devblog (although this is only a selection) and the global direction we chosen for the Lua feature, before you even formulate serial requests. Thanks  

    Secondly, please understand that some changes can be much more complicated than they seem, especially due to architecture choices for the Lua binding made many years ago. Many of the changes require substantive changes and others are planned as general changes.


    Concerning the offline CODEX, it turns out that there were multiple reasons for its removal including maintainability issues, anyway, I just published the API mockup for the 0.30 Mercury on our official github to allow you to have it updated, here:
    https://github.com/dual-universe/lua-examples


    Moreover, a detailed thread is being finalized as exposed on the devblog, it will give you a much more detailed view of the changes by telling you what is new, by what has been replaced such or such function ... etc  


    Regarding deprecation @space_man, it is a complete deprecation, nothing has been removed or changed without deprecation.
    I personally followed the Lua players tests to make sure that everything was working well, especially with the community custom systems like ArchHud. No concerns about deprecation have been reported. When a change of return type was made, we deprecated the old one and changed the name of the new one to avoid any problems.
    If any problem appeared, please report it to us with a ticket.  

    Concerning the suggestions @P4rty_Boy, as always, I'll be happy to discuss them on a specific thread where you can tag me to explain them in more details.  

    Overall, I really hope that all the changes will please and show the interest of Lua for us, many of them are not listed in this devblog and will be clearer on the detailed thread. Thank you.
  23. Like
  24. Like
    m0rrty reacted to NQ-Wanderer in DEVBLOG: MERCURY LUA API REVAMP - discussion thread   
    Dear Noveans, we hope you're as excited as we are about the Lua changes coming in the next update, Mercury.
     
    Let us know your thoughts below!
  25. Like
    m0rrty reacted to Celestis in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    This sounds terrible.
    I do not sell stuff so I'm not commenting from that side of things but I do currently visit other players huge warehouses and showrooms to have a look around and occasionally to buy.
     
    If your 16 slot tiny complex were to have a large noticeboard on which the people who have built their large warehouses and showrooms could give their location and a brief description of what they have then perhaps that might make this small trading centre useful.
     
    How do we get there?
    Where do we park?
     
    In the real world there are many capital cities, you are proposing just one Village for the whole DU planetary system.
    We already have settlements beginning to form, created by groups of players, some with large warehouses and showrooms, and these work well so why are you trying to create your artificial centre when really NQ should be asking the current warehouse and showroom people what they need in order to connect with the existing Marketplaces and Districts better.
     
    How about asking the players how many existing large warehouses and showrooms there are because I am sure there are way more than 16.
     
    Besides which, it is fun flying or VRing to these warehouses and showrooms scattered throughout Alioth and other planets and visiting player-built communities and player-built warehouses and showrooms, all of them individual and interesting.
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