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Year

27

Day

239

Time

16:04:19

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Dollarydoos
(Posted by Noctis on Year 27 Day 236)
Year 27 Day 236, 13:03 Strike 1 Issued to Gavin Lineker for attempting to purchase assets with RL money.   General reminder, do n...
[more]

Random asim gets trapped in fridge and eats two multis to survive!
(Posted by Chupacabra on Year 26 Day 123)
Year 26 Day 123, 1:29 Chupacabra banned player Kesabey Homes providing the following reason: Multi Ban   Year 26 Day 123, 1:28...
[more]

Think of it as leaving early to avoid the rush
(Posted by Kodkod on Year 27 Day 189)
Xzin Jix has been banned. Given the significance of encouraging players to engage in rule breaking activities and previous ban his...
[more]

Community News

Super Capital Stat Adjustment + Generic Super Capital
(Posted by Falcon on Year 27 Day 228)
Y27 D229 Falcon Edit: Super Capitals now require governments to be assigned to the shipyards producing them.  Y27 D230 Redjon Edit...
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Rules Team update!
(Posted by Falcon on Year 27 Day 203)
Good evening! Dex Sehrin is no longer the Rules Team Director. Please congratulate Redjon Mirrabel and Thrall Lothbrok on their pr...
[more]

Grudges and new Deathmatch bracket!
(Posted by Noctis on Year 27 Day 173)
Congrats to the latest tournament winner, Manta Birostris! Deathmatch and Grudges
[more]

Technical News

Sync Report Y27D228
(Posted by Clarr Solo on Year 27 Day 228)
Capture Changes Capturing Ships and Door Breaking has had an update. Now you must break through a series of firewalls before captu...
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WS Change: Renumbering Internal Class Identifier
(Posted by Clarr Solo on Year 27 Day 225)
Next sync we will be renumbering a number of internal IDs used for identifying ship and vehicle classes. You may have used or store...
[more]

More Endurance for your Dongles.
(Posted by Redjon Mirrabel on Year 27 Day 222)
Nebulon-C Assault Frigate has been added as a Gov DC Heavy Frigate. Endurance-Class Fleet Carrier has been added as a Gov Dc batt...
[more]

Y27 D229 Falcon Edit: Super Capitals now require governments to be assigned to the shipyards producing them. 

Y27 D230 Redjon Edit: After a bit of discussion, we wanted to reveal some design intent for Super capitals since it will be very tempting to dump resources in mass into these entities. While balance is always subject to change and these will take quite a while and probably a few features to balance we will share the intended end design goals as these entities are incredibly expensive and time consuming to build
1. Supers will more then likely be incredibly powerful siege and logistics tools for engaging stations and fairly strong vs capitals as well as other (maybe) supers.
2. These ships will be incredibly weak too bombers. Having large quantities of supers will very likely be a liability, they are expensive weapons you will need to be capable of defending them.
3. These ships will remain slow and cumbersome to move and committing them into a combat situation without proper support will result most likely, in a dead super.
At no point will Supers be game breakingly impossible to stop rofl pawnmobiles. they will have clear uses cases, weaknesses and strengths as with eveyrthing we have balanced so far 
All stats are subject to change and we will not be releasing them to combat until we are fully satisified with how they fit into the overall combat ecosystem.

-----

As part of our ongoing work towards global PvP and balancing space combat we have made the decision to release a Super Capital to the public early. This should help factions acquire these strategic assets before Super Capital combat due to the exceptionally long build times these ships have

This new Super Capital will be the Behemoth-Class Star Dreadnaught, a ship unique to SWCombine to better reflect the myriad of different factions that exist outside of the Galactic Civil War. It will be available to all factions that possess the government module.

As part of this release preliminary stat reworks for both the MC-80 Home One-class Star Cruiser and Executor-class Star Destroyer have also been released. This better reflects future design decisions and eventual power scales between the three super capitals. Along with better reflecting these design choices in their production costs and production times.

However, I must preface this release by stating Super Capital Combat is not coming anytime soon. A lot of internal testing and design is still required to get Super Capitals to a point we’re comfortable with their release.


(This Sim News has been posted by Falcon on behalf of Thrall Lothbrok because Thrall is too scared to post it himself. Please send him a DM if you have questions. That is all.)

NINJEDIT: All currently produced ships will be updated to reflect these changes over the next 24 hour

 

 
(Edited by Redjon Mirrabel on Year 27 Day 230)
Posted by Clarr Solo on Year 27 Day 228 19:51

Capture Changes

Capturing Ships and Door Breaking has had an update. Now you must break through a series of firewalls before capturing the ship. Thanks to Noctis Tip for the initial suggestion.

Other Changes
- We have done the previously mentioned classID changes with this sync.
- Repair UI has had some tweaks.
- Adding and removing from garrisons commands now skips ships with errors.
- Fixed an issue where destruction escape pods were not picking up enough party members.
- Fixed an issue where you could not party a ship with an active infantry garrison.
- Fixed an issue where garrison rearm action could overwrite other actions. (This fix may cause further issues, please raise them if encountered).

Edit:

This change also sets the ELB and Computer spike modifiers to 1.0 and removes the door level restrictions for bandits. As a result, bandits can once again have blast doors.

 
(Edited by Vadik Edik on Year 27 Day 229)

Next sync we will be renumbering a number of internal IDs used for identifying ship and vehicle classes. You may have used or stored these IDs internally on your own WS services or websites. Please be aware it is changing like this:

Ship Class Old ID New ID
Super Capital 0 1
Capital Ship 1 2
Frigate 2 3
... X X+1
Vehicle Class Old ID New ID
Ground Vehicles 0 21
Speeders 1 22
Barges 2 23
... X X+21

With the sync all class identifiers in the WS output will be updated with the new identifiers.

 
Posted by Redjon Mirrabel on Year 27 Day 222 13:05

Nebulon-C Assault Frigate has been added as a Gov DC Heavy Frigate.
Endurance-Class Fleet Carrier has been added as a Gov Dc battle carrier.

As with everything added we know they'll be used responsibly with absolutely 0 issues. I look forward to the first battlereports featuring these entities.


As with everything all balance complaints are solely the responsbility of Thrall lothbrok and his creature breeding.

 

 
Posted by Clarr Solo on Year 27 Day 221 20:49

Capital Ship Combat
- 🦅🧨🇺🇸 Capital ship combat has been enabled in PvE and PvP space combat areas. Pew pew.


Ship Garrisons
- Ships can now and deploy mobile garrisons: Ship Garrison Rules.
- When deploying a mobile garrison, the character controller must remain within the same system as the garrison squad.
- Garrison squads can now ascend and descend into planets.
- Garrison Rearm timer has changed; it now also applies when initially adding ships to a garrison reserve.
- When deploying a garrison from a mobile garrison, the skill calculation is different, see rules page.

Corvette Garrisons

- Stations can now garrison corvettes. (Corvettes cannot be garrisoned within mobile garrisons).

Combat Balance Changes:
- Alpha-class Xg-1 Star Wing: Length increased from 6 to 12
- TIE/sa Bomber: Ionic cap increased from 15 to 30
- Combat modifiers changed:
Fighter vs Capital Ship Ionic (Heavy): x1.0 to x0.4
Fighter vs Capital Ship Concussive (Heavy): x0.2 to x0.1
Frigate vs Frigate Energy (Heavy): x1.5 to x0.1
- Combat length modifier table has changed.

 

Bugs:

Fix a bug relating to market auctions
- Fix a bug with combat and field repair when ship is disabled
- Fix production abort not returning materials

 
Posted by Thrall Lothbrok on Year 27 Day 196 7:26

There's a new quest available by speaking to the Kaminoan "Taal So" who can be found in any Open-To-All R&D station or facility, enjoy!

In addition the Datapad has also been updated to include a timer for when the Dooka Shop refreshes, an option to check how much Dooka you have, and the ability to check how many Jagannath Points you have.

Thrall Edit Y27D210: It turns out the time and cost modifiers were not properly linked to the time and cost it takes to clone a creature, this has now been fixed, those of you who have already done cloning may rejoice in having done it at max level time/cost for a little bit.

 
(Edited by Thrall Lothbrok on Year 27 Day 210)
Posted by Clarr Solo on Year 27 Day 207 19:24

- Rules team now shows on teams page.
- Added rules page for creature cloning.
- Fixed inaccurate production time estimate in inventory.
- Improved page performance of unloading materials from ships.
- Fixed inventory crash when freelance.
- Fixed crash when linking discord account.
- Fixed an issue with Webservices where it generated error page in XML despite requesting JSON.
- Capital Quad Laser Standardization: Corvettes

 
Posted by Falcon on Year 27 Day 203 21:00

Good evening!

Dex Sehrin is no longer the Rules Team Director. Please congratulate Redjon Mirrabel and Thrall Lothbrok on their promotions to Rules Team co-leads. For rules-related questions, project coordination, or requests for guidance, please refer to Redjon, Thrall, or your friendly neighborhood Asim (who may refer you to them). 

Dex has served the Rules Team for many years across multiple characters, and we would like to sincerely thank him for his numerous contributions to the Combine. His work has had a significant impact on the development of the game, and many aspects of the experience players enjoy today bear the mark of his efforts and dedication.

 

You can see an up-to-date list of the Teams and their members HERE

 

EDIT: It has come to my attention that the Rules Team does not appear on that page... Oops.

 
Posted by Kolomon Seph on Year 27 Day 203 7:11

Greetings sentients!

Some rules image updates for your eyeballs...

 

Gizka - New rules images

Gizka Leg - New rules images

Spice Grub - New rules images (bye-bye 20 yr old larva photo)

Riot Shield - New rules images

V-wing Airspeeder - New rules images

Hoverscout - New rules images

Eta-2 Actis-class Light Interceptor - New rules images and bespoke cockpit

ATR-6 Assault Transport - New rules images

Veltraa-class Cruiser - New rules images

Executor-class Star Destroyer - New rules images

Research Centre - New water terrain version

Large Palace (8x8) - New water terrain version

Ranch - New water terrain version

Balutar-class Swoop - New bespoke cockpit

 

Enjoy!

Kolo

 
Posted by Vadik Edik on Year 27 Day 186 13:07
  • Capital ship turning: You can now turn capital ships on the spot, and turning speed has been increased (from 1/2 step time to 1/8 step time per 45 degrees). You can set desired capital ship turning during sublight travel on the sublight travel screen.
    • Do a hard refresh (Ctrl + F5 / Ctrl + Shift + R) if you do not see the "Turn Towards" click map buttons.
  • Fixed bug relating to FI action requiring manual reruns.
  • Fix inventory sorting pilot/commander by name instead of by ID.

Also this is the ‼️ ⚠️🚨 30 day warning ‼️ ⚠️🚨 that capital ship combat will be enabled for PvP and PvE (matching existing PvP systems and PvE implementations) no less than 30 days from Y27D186.

-edit: This includes PvE
-editedit: capital ship combat will only be enabled in existing pvp zones.

If only I was a paid schoolteacher.

 
(Edited by Erek on Year 27 Day 189)
Posted by Ondoron Bondoon on Year 27 Day 184 14:11

Go pay a visit to your local Guild Shopkeeper today.

Since the inner workings of the shop changed as well, you will get a new offering upon your first visit, even if it hasn't been 7 days since your last visit. 

I'm sure discovering what the new offerings are is more fun than me spilling the beans here. Have fun!

 
Posted by Clarr Solo on Year 27 Day 180 1:12

Hey all,
We are having some ongoing technical issues with the main webserver. The issue has occured 3 times now but has been hard to diagnose the root cause. The issue is that the server will randomly lose its network connection which causes it to become unresponsive and requires us to manually reboot it to restore access. We will temporarily put some workarounds in to automatically reboot the server if this network failure condition is detected.

Thanks for your patience.

[1] I think the issues are most likely caused by this underlying bug.
[2] And the underlying issues triggering the bug are caused by excessive traffic from AI scraper bots on the Holocron/Guide wikis.