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25

Day

123

Time

14:09:35

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Posted by Selatos on Year 16 Day 123 0:22

Update to revision c403aa74e27d6878805eee254b58131c1a50a839 (+186)

Bugs:
- 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)

Rules:
- 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

Features:
- 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

Tweaks:
- 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 124)