Well, 'tis time for the Deathmatch to progress and advance to the next round. Who will win the penultimate round for this populatiry contest? In addition we have several more Grudge Matches for you to peruse and vote on. Don't forget to make new Grudge matches if there is something you want to decide, or see what people think of. Or are bored...
Update to revision c564700b12ebebfe22d4cf5ff6e6b5a1932e8f7d (+68)
- Combat beta is now available in a second system
- New members landing page/dashboard released. Please suggest sections on the forums
- Fixed loot purge to handle hostile owners and normal npc owners
- Added entity info text to the searchable information when you have pilot/commander/owner or faction access
- Added entity info text string to display on boarding page when you have pilot/commander/owner or faction access
- Race information added to party boxes
- HP bar resized and relocated in party boxes
- New tool to fix broken squads or broken entity locations with one click (i.e. errors where you see "Expected instance of Entity but got boolean" on party page or on the scanners).
- Entity de-wrecking tool updated for Serroco
For real though the next sync will have all the other stuff I mentioned last time. This one happened because we needed to enable combat in Serroco.
|Update to revision 722a9d6aaf5fb9b98bd3bdf12b8db2049cf129b7 (+3)
- Fixed inability to change faction leaders/2IC (#3792)
- Fixed inability to claim drops from npcs and creature (#3788)
- Fixed missing entity of member of faction check in IFF (#3789); note that your faction is now friendly by default unless you add an enemy rule
This was a bug-fix-only sync targeting a couple of blocking issues/major regressions that were affecting players after the IFF changes and introduction of hostile NPCs.
|Hi everyone, it seems there is a new bug related to assigning 2IC status, leader, or possibly some privs. I thought it was an isolated incident originally, but it appears to be affecting most people, judging by the support ticket volume related to it. Unfortunately, I am in the middle of a move and will be more or less without internet for several days; I will work on a fix, but the earliest there might be a patch is Friday. In the mean time, you will probably need to wait it out, because this seems to be something even the ASIMs would have difficulty helping with. Sorry for the disruptions this may cause. |
Update to revision 3c8a9e109b04bdf384eed7901590ae21c870f27f (+79)
- Fixed missing icon for "being recycled" in inventory (#3765)
- Fixed issue with displaying bacta refinement actions (#3772)
- Removed the ability to dock in wrecked facilities (hopefully) (#3774)
- Can now attack bandit droids directly because they have a hostile owner (#3775)
- IFF has been rewritten and is now used for combat. The rules have been updated with a description of how IFF works and the lookup criteria
-- When you attack someone, you will be added as an enemy to their IFF list and to their owner's (faction/character) IFF list as well
-- If you cannot be added to their IFF, the attack will fail (there are no scenarios where this applies yet but eventually force powers will allow you to charm people and prevent them from attacking you)
-- The IFF lookup rules are extensive. Your personal IFF always takes precedence, but your faction list will affect you unless you override specific rules
-- IFF status can be changed from the scanner page! Click on the IFF icon next to an entity and a small box of three statuses will appear. Click another to select a new status for this entity.
- Dianoga is now 6 party slots, down from 12
- RM images in inventory for mines/farms changed to 30x30 (500 more pixels!)
- Combat range added to combat reports
- Combat events generated when entities you own are attacked should reflect the name of the squad leader correctly
-- Note: faction-owned entity events are generated and stored, but there is no way to see them yet. Will be added soon.
- New message/debug/error logging system to help developers and asims
- New "hostile owner" whose entities see everyone as an enemy to help resolve the issue with bandit droids not being attackable. This will own all wild creatures, bandits, and bandit droids
- New tool for reseting wreck status of facilities
- New tool for deleting NPCs owned by the market
- New tool for spawning bandits/creatures (mostly for testers not for the main server)
The IFF system proved to be quite a complex endeavour. Any reasonable entity can be tagged as friend or foe (including ships, vehicles, etc.). The lookup rules are very complex but ideally also provide reasonable fallback characteristics involving your preferences regarading entities and their owners, as well as your faction's preferences. This will hopefully be the "definitive" IFF implementation that we rely on as the rest of vision is improved for our global ground combat release objective. We're almost done with the second quarter of 2015 so the next sync will likely include an updated targets/progress list.
A fair amount of work was also done on the power pools feature but it is unreleased for this sync. We weren't able to complete the management UI in time and then finish ripping out the legacy system. Next sync will cover three main things: power pools will be completed and released, the production faction subtypes will be merged (more details will be announced), and a new members page dashboard prototype will be released that aims to provide a central "at a glance" type view of SWC that helps direct you to things you care about. The current members landing page has essentially no utility, so we're trying to find information that would be good to show people immediately when they return to SWC.
Update: Previous IFFs were (intentionally) deleted because the format was incompatible. I also assumed nobody bothered with it since it didn't really work, so I didn't write a converter for it. Sorry for that.
|(Edited by Selatos on Year 16 Day 186)|
The IRC server is currently offline; there is an issue that Veynom will need to address so hopefully we can get it back up soon.
Update: A fix is in progress. It may still be a few hours but this is actively being addressed.
Update 2: The IRC server is back online and has been moved to a new hosting provider. This was an unanticipated downtime and we apologize for any monthly meetings that may have been disrupted. IRC services are automatically backed up every weekend, so any data loss should not extend back beyond one week at most. If something is amiss, please report the issue in #swc-help so an oper can investigate.
|(Edited by Syn on Year 16 Day 168)|
Update to revision e0007f50bfdd3dd16e24c28713b9cc513f1f7d66 (+70)
- RMs now show up in the UI for containing entities that are moving (#3745)
- Party page search box fixed
- Inventory-page fitout management fixed for click operation
- Stalagmites now properly ignored when exporting build permission requests from the city designer
- Fixed mining XP issue when sending to a silo
- Fixed a layout issue with the top menu (#3755)
- Fixed an issue where non-pilots could view the cargo aboard an entity through the cockpit UI
- Repair rules updated to reflect skill change
- Repair rules clarified more on what it means to lose access to RMs when repairing (#3759)
- Entities can now be disabled with ionic damage exceeding their capacitance. Entities are disabled for 24h at a time
- Disabled facilities can be boarded without being on the crewlist
- Disabled droids can be captured (once per 24h) with a restraining bolt, stealing the droid
- Repair now uses repair skill instead of management
- Silos no longer block full mines, and transfer to silos works
- Arrest will ignore player weight capacity when equipping cuffs to the target
- NPC leveling events now include a link to the inventory page
- Updated door installation failure events to be less duplicative
- Added icon to indicate disabled status on scanners
- Added hull/shields/ionic to scanners for facilities
- Short Lightsabers have been removed and replaced with regular Lightsabers
- Double Bladed Lightsaber range has been reduced from 1 to 0
- All lightsabers have had damage values reduced slightly
- Regular Lightsabers can now be dual wielded; they now do less damage than Double Bladed Lightsabers
- Morgukai Glaives and Zenji Needles now have an appropriate firepower, up from 1
- Zenji Needles can now be dual wielded
- All droids now have an appropriate firepower for their weapon type, up from 1
- All creatures now have an appropriate firepower set
Also this is something like the fifth or sixth time Mikel says he's gotten silos to work properly.
Update: There was a breaking issue with bacta refinement not working at all. We've had a mini sync to fix this; you may find that you have unfinished bacta refinement actions stuck at 100%. Please contact the asims via support tickets for any such actions to have them finished.
|(Edited by Selatos on Year 16 Day 161)|
|In the sync after next, we will be removing production faction subtypes (barring an incredibly convincing, unforeseen reason not to). All production factions will be a single type, and production will be restricted solely by datacard access. This is designed to streamline some gameplay by reducing the need for a mess of factions and also to simplify the logical implementation of some upcoming entity implementations. Please see this thread in the Suggestions forum for more details on the specifics and consequences of the change and to provide feedback. |
The Deathmatch advances in a round. Go vote for your favourite player. Also, a selection of new Grudge Matches as well.
|As mentioned a few days ago, I wanted to follow up with development goals and progress for Q2 of 2015. We're just over 3 months into 2015, and during the course of implementation so far, many adjustments have been made to our targets. The first, obvious thing is that the list has expanded significantly. There are a lot of components necessary to release ground combat and it seems that a lot of systems that almost work currently will need significant improvement to provide for a fair global release of the feature. Chief among these is vision. The entire updated flowchart is shown below.
However, there are also many non-feature things that must be done, and the priority of several of these projects will increase. There are many bugs affecting inventory, for example, so Inventory X will be accelerated. We always try to at least keep up with bugs introduced by new features, but several other existing bugs (largely related to squads) unnecessarily complicate or make impossible important in game tasks. For Q2, we will try to wrap up a few more minor things related to combat (in particular, ionization, which I hope to announce in the next sync, as well as buffs and debuffs), but the primary focus will switch from features to (1) UI improvements and fixes, updating or replacing our most dysfunctional interfaces and (2) bug fixes tackling the most difficult issues that we have ignored for a while. There were two significant features released at the end of Q1, and it would be prudent to focus on cleaning up the results here before begining on another large change.
That said, we do expect to roll out new game content, although it will mostly take advantage of current features. The primary vehicle for this will be the in-game scripting language, and a lot of the work will be done by the NPC team to release in game quests and enhance the depth of the world within SWC. By slicing this off from the dev team's responsibility, we're able to involve more people in the process, resulting in better use of our volunteers' time. |
|To clear up confusion and to fix something that we should've taken care of a few days ago... Repairman NPCs are being converted to the appropriate Builder or Worker NPC types right now, and the Repairman types are being removed from the game. They will have their skills adjusted and any extra skill points will be refunded.
Vehicle, spaceship, and droid repairmen are being converted to workers, while facility repairmen are being converted to builders. |
Update to revision c403aa74e27d6878805eee254b58131c1a50a839 (+186)
- Lisp: Fixed rand-from-list, fixed get-entity-type
- City designer: facilities counted on import, stalagmites should work, hidden cities should work, unselectable facilities are now red
- Fixed some missing links, menu issues, and html issues (many pages)
- Fixed bugs #3735 and 3736 relating to script modules
- Fixed duplicate weapon listings for creatures and droids on the battle report page
- Fixed mining issue that was causing things to stick at 100% (previously stuck mines are not fixed--contact an asim--it just won't happen moving forward)
- Updated a few errors on scripting rules
- Rules admin email updated
- Repair rules rewritten to match implementation
- Ground combat rules rewritten to match implementation
- Firepower information added to weapon boxes
- Damage reduction added to droid and facility info boxes (currently zero)
- Thrown weapons class was removed. Previously thrown weapons are now personal weapons and are not consumable
- Room maps for all entities have been added to the details page for each
- Repair for ships, facilities, vehicles, and space stations has been released.
- Ground combat has been rewritten. Please check the rules page for complete information
- Facility combat has been released into beta on Derra. There are two cities on Derra currently but we will add more very quickly.
- Combat uses a new set of equations and formulas. All weapons have been updated
- Ionic damage has been partly implemented. Droids and facilities will take ionic damage where appropriate
- A new info box for items on the Equipment page has been implemented
- New font options have been added (Georgia)
- Item equipping no longer uses drag and drop. Instead, click on the item image to select it and then click on the slot you wish to equip to. This is the same "effort" as before with a desktop client, but it makes the equipment page mobile friendly by avoiding drag and drop.
- Several additional minor UI tweaks and changes
IMPORTANT NOTE: You may need to hard-refresh in order to receive the new stylesheet information! If your equipment pages look awful try pressing ctrl+f5.
This is one of the most significant updates we have had since the end of year 15. I am really proud of the work the team accomplished for this one, as we have two significant feature releases plus improvements to the UI and mobile friendliness. There will be a post in a few days summarizing the Q1 targets and progress for 2015 so far, including several additional milestones that have emerged during work on combat. With a significant change to how combat works, including facility combat's initial release, we will be opening feedback threads to hear about the damage types and scaling, the current firepower and armor stats, and the effectiveness of facility combat with different weapons. Please note that NPCs can't currently use heavy weapons, which is something that will be figured out in the future, which may be important for producing the final facility combat balance. Also please don't start combat feedback threads in other places.
A quick overview of how firepower was calculated for those who are curious. Taking the previous equations and assuming a certain miss rate, I found the expected damage in a single round of combat for each weapon against each completed armor fitout (such as correllian powersuit + helmet, HBA + helmet, IRG + helmet, etc.). Then, the firepower was adjusted so that the expected damage with the new equations was closest in the least squares sense for that weapon when considering all armors. This was repeated independently for each weapon. The results are a pretty good fit for this particular hit rate, although there will be some departure when considering different hit rates: if you hit more often than the model used, you will do less damage than before, and if you hit less often than the model, then you will do more damage. This is because previously the first few attacks would be completely absorbed while the last attacks would apply full damage, whereas now all attacks are scaled by the same amount. On the whole most armors perform the same now, except for the most powerful armors (Mando especially) which are slightly less effective than before, but still the best. Currently, all creatures have firepower fixed at 10, which was not optimized, but is a reasonable "typical" value.
Update: a few somewhat breaking issues have been found (typical), and most have been fixed as they were small oversights, but we won't be able to sync to update until later this afternoon.
Update #2: We've updated again with fixes intended to resolve: issues with bacta tanks, new players being unable to load the sidebar, combat xp being incorrect (both 39 and 42 xp), wrecks being marked as repairable, and some lingering inaccuracy on the combat rules pages.
|(Edited by Selatos on Year 16 Day 123)|