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|
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
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| (Edited by Redjon Mirrabel on Year 27 Day 230) | |
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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.
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| (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:
| Super Capital |
0 |
1 |
| Capital Ship |
1 |
2 |
| Frigate |
2 |
3 |
| ... |
X |
X+1 |
| 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.
|
|
|

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.
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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
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|
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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) | |
|
- 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
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|
|
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.
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|
- 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) | |
|
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!
|
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|
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.
|
|
|
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:
| Super Capital |
0 |
1 |
| Capital Ship |
1 |
2 |
| Frigate |
2 |
3 |
| ... |
X |
X+1 |
| 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.
|
|
|

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.
|
|
|
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
|
|
|
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) | |
|
- 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
|
|
|
- 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) | |
|
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!
|
|
|
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.
|
|
|
This is basically to finish the mobility update + minor stat tweaks to rare and restricted entities missed in the first stat rebalance pass. LF/HFs are not included in this as they will be addressed in their own balance pass.
Included in this is stat adjustments for Corvettes and Frigates to go along with turbobattery modifier addition, + minor buffs and nerfs to go along with capital and minor balance changes to fighters.
Included also is the shield update for continent-class crawler.
Capital Ships
Acclamator : sublight 10 > 20
Continent Class Crawler: shields 3000 > 3600 - Length 1000 > 950,
Darkstar-Class Battleship: hyper 1 > 2
Ithorian Herdship: hyper 1 > 2
Lucrehulk-class battleship: hyper 1 > 2
Frigates
Ardent-Class : hyper 4 > 5 , maneuver 3 > 3.5
Arquitans-class : maneuver 3.5 > 3.75
Belarus-class: turbolasers 25 > 9 , turbo laser battery 0 > 2
C-9979 : maneuver 3 > 4
Carrack/I Class : maneuver 3.5 > 3.75
Carrack/S class: maneuver 3.5 > 3.75
Guardian class: turbolasers 20 > 4, Turbolaser battery 0 > 2
Hammerhead class: maneuver 3.5 > 3.75
Lancer Class : maneuver 3.5 > 3.75
Pelta Class : hyper 4 > 5
Quasar Fire: maneuver 3.5 > 4
Tartan Class: hyper 2 > 4, length 600 > 250
Corvettes:
Cr-70: hyper 3 > 6, sublight 60 > 70, maneuver 2 > 4
CR-92 : hyper 5 > 6, maneuver 4 > 3.50
Crusader-Class: hyper 5 > 6, sublight 60 > 75
Cumulus-Class: hyper 4 > 5, maneuver 4 > 3.50
Fairwind-class: maneuver 2 > 3
Foray-Class : maneuver 2.5 > 3
Fury-Class: hyper 5 > 6
PB-950: maneuver 2 > 3
Salvage-Class: Hyper 2 > 4, sublight 30 > 40, maneuver 2 > 3.5 , party 8 > 6
Fighters
Chir’daki-Class: sublight: 60 > 90, shields: 26 > 35
Delta-12 skysprite: sublight 40 > 70
Delta-7 aethersprite: sublight 40 > 80
Eta-2 Actis : maneuver 5 > 7
Eta-5 Int : maneuver 6 > 7
I-Beam : sublight 65 > 75 , weight 70 > 35, volume 500 > 315
Mankvim-814: sublight 80 > 100
Miy’Til-Class : sublight 70 > 75 , shield 53 > 58 , Weight 37 > 27, volume 625 > 300
R-41 Starchaser : maneuver 5 > 5.5 , weight 450 > 350
RZ-1 A-wing : Shield 50 > 27
S-250 Chela: sublight 60 > 80 , maneuver 4 > 6
Scarab-Class: maneuver 5 > 5.5
Sith Starfighter: maneuver 7 > 8
T-65 X-wing: maneuver 5 > 5.25, shields 32 > 51
X-Ceptor: maneuver 6 > 5.5
Z-95 head: maneuver 6 > 7 , shield 20 > 24, volume 450 > 300
Bombers
C-Wing Ugly: protons : 1 > 2
TIE/sa Bomber: armor 30 > 25
Gunboats
GAT-12h Skipray: maneuver 6 > 6.5 , party 2 > 3
For questions or concerns please contact anyone other than me.
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| (Edited by Noctis on Year 27 Day 178) | |
|
Welcome back everybody!
Please bear with us over the next 24-36 hours as things spin back up and the devs make sure everything is working as intended. CP Login streaks may be temporarily broken but we're actively looking for a way to bridge the gap.
If by tomorrow, things are still broken, let us know.
(also no I'm not back but hi)
EDIT: Asteroid Damage has been disabled for ~24h to give you all time to respond appropriately.
EDIT 2: We were able to restore the login streaks, however it seems like the login rewards will not be able to be easily paid out on an individual basis. As such, you all will have missed out on one day’s worth of CPs credited to your account, but will resume normal gains the next time your CP login streak updates. We will make sure to release the next round of CP entities one day early so you all miss it by that much.
EDIT: Asteroid Field damage has been re-enabled. We definitely did this at the 24 hour mark and definitely didn't just do it right now.
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| (Edited by Falcon on Year 27 Day 177) | |
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Year 27 Day 236, 13:03 Strike 1 Issued to Gavin Lineker for attempting to purchase assets with RL money.
General reminder, do not purchase game assets with real life moneys. That's all.
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Year 26 Day 123, 1:29 Chupacabra banned player Kesabey Homes providing the following reason: Multi Ban
Year 26 Day 123, 1:28 Chupacabra banned player Yurist Kelemann providing the following reason: Multi Ban
The oldest account may submit a support ticket in 7 days for an unban. Strike 1.
Update:
Year 26 Day 128, 14:38 Noctis banned player Maverik Yamamura providing the following reason: Multi Ban
Strike 3 ~ M. Scott
Edit again
Year 27 Day 130, 7:12 Noctis banned player Alma Dracious Tomadson providing the following reason: Multi Ban
Year 27 Day 130, 8:26 Noctis banned player Gappo Sal providing the following reason: Multi Ban
Edit one more time:
Year 27 Day 134, 18:26 Noctis banned player Beiwi Oorhies providing the following reason: Multi Ban
Instructions appear to be confusing, no more accounts, ban is permanent.
Sneaky snek.
Year 27 Day 199, 21:50 Noctis banned player Bejorepoid Jarenious providing the following reason: Multi Ban
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| (Edited by Noctis on Year 27 Day 199) | |
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Xzin Jix has been banned.
Given the significance of encouraging players to engage in rule breaking activities and previous ban history, the ban is permanent.
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Year 27 Day 152, 20:05 Noctis banned player Marcus Switch providing the following reason: Multi Ban
Year 27 Day 152, 20:05 Noctis banned player Jax Wolfe providing the following reason: Multi Ban
Year 27 Day 152, 20:05 Noctis banned player Dev au Augustus providing the following reason: Multi Ban
30 day bans for accounts coming under control of a single player. You may not allow someone to access your account.
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Times up. But while youre here.
Year 27 Day 150, 11:26 Noctis banned player Keylara Ennada providing the following reason: Multi Ban
Year 27 Day 150, 11:26 Noctis banned player Hudson Zandaly providing the following reason: Multi Ban
Year 27 Day 150, 11:26 Noctis banned player Ezre Tesel providing the following reason: Multi Ban
Every player is only allowed to have one account. Hudson and Ezre may request an unban in 7 days.
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Year 27 Day 130, 18:22 Noctis banned player Waric Bele providing the following reason: Multi Ban
Year 27 Day 130, 18:22 Noctis banned player Shiv Joben providing the following reason: Multi Ban
Year 27 Day 130, 18:22 Noctis banned player Darex Metro providing the following reason: Multi Ban
1) You cant acquire an account from someone else.
2) You only get one account.
EDIT: Year 27 Day 132, 16:42 Noctis banned player Demas Kase providing the following reason: Multi Ban
Oldest account can request an unban in 30 days never.
Year 27 Day 135, 9:04 Noctis banned player Cal Duval providing the following reason: Multi Ban
Year 27 Day 137, 9:08 Noctis banned player Urik Kantale providing the following reason: Multi Ban
Year 27 Day 138, 10:42 Noctis banned player Aaran Lipost providing the following reason: Multi Ban
Year 27 Day 140, 5:03 Noctis banned player Daran Odan providing the following reason: Multi Ban
Year 27 Day 140, 13:05 Noctis banned player Keye Bynar providing the following reason: Multi Ban
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| (Edited by Noctis on Year 27 Day 140) | |
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Year 27 Day 115, 6:29 Noctis banned player Soma Wren
Character can submit a support ticket in 30 days requesting an unban.
Discord ban will remain in place indefinitely.
Pejorative language will not be tolerated.
Edit: Year 27 Day 135, 9:09 Noctis banned player Elgar Thelcar providing the following reason: Multi Ban
Making a new account while banned is not the solution.
Ban now permanent due to history of bans.
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| (Edited by Noctis on Year 27 Day 135) | |
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Year 27 Day 131, 8:12 Noctis banned player Aacehrin Thenn providing the following reason: Multi Ban
Year 27 Day 131, 8:08 Noctis banned player Zon Bey providing the following reason: Multi Ban
Zon Bey can request an unban in 21 days
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Year 27 Day 73 Noctis banned player Zuk`Ha Ntaka providing the following reason: Failure to follow IC/OOC separation.
Strike 2 - Player can submit a help ticket after 30 days requesting an unban.
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Year 27 Day 33, 11:10 Noctis banned player Inquiz Warder providing the following reason: Multi Ban
Year 27 Day 33, 11:10 Noctis banned player Jasper Jervada providing the following reason: Multi Ban
Oldest account may request an unban after 7 days.
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Y27D25, 20:29
Kodkod banned player Malcolm Marrz Blaine providing the following reason: Harassment
This player has received a strike 1 ban before, making this a strike 2 ban (1 month). Player can submit a ticket in one month to request unban.
Additionally, as a public service announcement, Discord has a block feature which you can use if you want someone to be prevented from sending you DM's.
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Year 27 Day 10, 16:49 Noctis banned player Repok Spiuar providing the following reason: Multi Ban.
Year 27 Day 10, 16:49 Noctis banned player Crale Groman providing the following reason: Multi Ban.
Multiple accounts being controlled by a single person. Remember, only 1 account per person.
Oldest account can request an unban in 7 days.
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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
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| (Edited by Redjon Mirrabel on Year 27 Day 230) | |
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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.
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Because apparently it needs to be said, OOC memes in the IC space will not be permitted.
Forums threads ended, GNS posts removed. Don't do it. Take it elsewhere.
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Hi guys, mom said it's my turn to post on the Sim News! And this time it isn't even a ban! (It's much worse) This is gonna be an entirely OOC post with no real bearing on the game or its features, so if you don't care, you can stop reading now and continue about your day.
We are now into our fourth month of 2026, and this year has been packed for me. So far this year, I've gotten a temporary extra family member, an unexpected work trip, extra responsibility with no extra pay, and all of this has taken my time and focus away from making this community better.
In short, my priorities have shifted to focus more on my family and what is important to me. I still care deeply about this game and community, and want to contribute. However, in typical SWC Admin fashion, I am simply running out of time and energy to actually contribute in a meaningful way. Exhibit A:

So, all this to write that I will once again be taking an extended leave of absence. I'm not stepping down as Game Admin (yet), but I truly don't know if/when I will return to this position. At the very least I'll try to stay a part of the community on Discord, so you all know I'm alive lol. In my absence, Noctis, Erek, Kodkod, Chupa and Koi will fill in the gaps as they already have.
Thank you all for your kind words so far. I've been a part of this community for nearly 20 years (hello from Y8), and it's been an amazing journey going from playing, to helping the community, to creating new features for this game.
So... yeah. So long and thanks for all the fish!
(this isn't goodbye, it's see you later)
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Hi, it's me, not Falcon.
Clarification on the recent name changes for BSD. Yes, it was reversed.
Both factions were charged for changing the names back. Additionally, og BSD was fined for breaching the naming rules (analgous to old faction checks), making the name available to be stolen.
A faction is more than a name, generally. Changing your faction name as a joke is misuse of the system. Stealing a name is also misuse of the system.
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Falcon EDIT Y27D91: Turns out there was another back end tool I had to add the new ships to so that factions with the mining module could, you know, actually produce these. I think I've fixed the issue, but if you have the mining module and still cannot produce these, then please let me know via DM or discord (#swc-help). Thanks for your patience and the heads up!
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I bet you guys thought I was gone again. WELL I'M NOT! And today, I bring you more gifts!
BEHOLD, THE AEA-500 ASTEROID PROSPECTOR:

BEHOLD, THE MINING BARQUE:

AND BEHOLD, THE CONTINENT-CLASS CRAWLER:

These bad boys can mine so many asteroids. If you or someone you know has been diagnosed with mesothelioma are a member of a Mining Faction, then you, too, can own one of these puppies(note: these are not actual puppies, but THIS IS).
Thanks to everyone involved in making sure these were squared away and ready to go. It's been a long time coming, but here we are!
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| (Edited by Falcon on Year 27 Day 91) | |
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Gooooooooooooooooooooood day/night/evening/afternoon/morning/midnight/whatever!
I am happy to announce that the Unfinished Blueprints Quest has been completed! The Mad Scientist aboard the research station has completed his research and patented his product, which took the Prototype Droid and turned it into the Basilisk War Droid.
Thank you to everyone who participated, we hope this quest was fun for you all! Thanks also to Jevon Lambright for the artwork for both the Prototype Droid and Basilisk Droid(Large image coming shortly), as well as everyone on the Quest Team who helped put this quest together and release it. Finally thanks to Platypus(RIP) for helping me stat this. The work on this quest and these droids started about 2 years ago, and it's nice to see it all come together.
The Basilisk is now a Generic Datacard that your faction can buy for 2.5 DC Slots. Additionally, you have approximately 3 months to claim your Prototype Droid Datacard from the Mad Scientist, after which it will be unobtainable. EDIT: This also applies to obtaining Blueprints and bringing them to the Mad Scientist.
That's all for now!
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- Life Support Console: Chance to spawn a hostile droid upon failure has been reduced from 33% to 20%
- Research Console: Chance to spawn a hostile droid upon failure has been reduced from 50% to 33%
This is to reflect the fact that the quest was implemented pre-droid armour, and that droids are now a tougher enemy than they were at the original release.
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Hopefully many of your will be aware that a whacky scientist is developing a new droid in the Black Hole of Quintas system, and with your help, has even managed to develop a working Prototype!
At this stage I would like to clarify this community quest and how it works.
After completing the Abandoned Research Installation quest in The Maw, the player is given a set of Unfinished Blueprints. These blueprints are a small part of a larger design, and can be donated to the Scientist aboard the station in the Black Hole of Quitnas system, to generate Research Points. The amount of points gained toward the community goal is proportional to your average R&D skills, so higher R&D skills equal more points! At this stage enough points have been generated to release the Prototype Droid. Any character which donates blueprints is able to redeem a single-use DC for the Prototype Droid by speaking to the scientist in the Black Hole of Quintas system.. This DC will be redeemable for up to three months after the total arc has finished, and can be redeemd by any character which has participated at any point during the event. Once enough points have been generated, this arc will conclude with a brand new generic datacard added to the pool.
Once you have donated your blueprints, you will also have the option to donate credits toward the research effort. This option is available once per week, and the cost will increase each time. The amount of research points generated remains tied to your R&D skills.
You can find some more information about the location of the quests here
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| (Edited by Eli Descartes on Year 27 Day 40) | |
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EDIT: The race is now closed, winners are being verified, and results will be posted shortly, along with prize winnings!
After having carefully reviewed the contestants' events, and verifying the integrity of the results, I am pleased to announce the winners!
- 1st place: Lorenzas Atticus - 7,214 Minutes
- 2nd Place: Rall Dack - 7,266 Minutes
- 3rd Place: Regulus Jagarnat - 7,299 Minutes
- 4th Place: Akeeg Viawei - 7,314 Minutes
- 5th Place: Jarneskeg Yrfeloran - 7,331 Minutes
The prize pool came to a total of: 1,620,000,000 credits, and as such, our top 5 winners will win the following amounts:
- 1st place (50%) = 810,000,000 credits
- 2nd place (25%) = 405,000,000 credits
- 3rd place (15%) = 243,000,000 credits
- 4th place (7%) = 113,400,000 credits
- 5th place (3%) = 48,600,000 credits
Thank you to everyone who participated! I hope you all had as much fun participating in this as we had watching you!
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Edit: I've been made aware of a bug which can result in the checkpoint event being sent prematurely within the same star system. We are looking into a fix, but in the mean time: If this happens to you, please continue on to the correct checkpoint sublight location before setting course for the next checkpoint. Cheaters will not be rewarded. Thank you to those who have come forward.
Edit2: The leaderboard and prize pot and now viewable on the Datapad.
It's a Christmas disaster! Chiss Chingle has gone missing, and the winter helpers need your help to save Christmas!
The key to saving Christmas is going to be speed this year. So grab your fastest non-modified* ship (No A-Wings allowed either!) and head over to the Winter Colony Station in Tynnani if you're feeling lucky**. There are no other specific gear requirements.
The event will take approximately seven days from the point it is "accepted", depending on the speed of your ship. It must be completed before Christmas Day. Plan accordingly, and pay attention to what the helpers tell you!
*Modified ship refers to any ship with the modified flag, regardless of the actual modified stat.
**You will need 5 million credits, and the knowledge that you may not get it back.
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| (Edited by Falcon on Year 27 Day 33) | |
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