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Cadet
Pilot Name: JoeStraz
Joystick: Saitek X45
Join Date: Dec 2004
Posts: 63
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New Patch
patch 1.0103
Due to continued urgent need, I spent the available development time in the last four weeks mainly on economic issues again, instead of on other planned projects. I feel I should apologize for this, because certain plans I have described as being in progress have perforce lately been neglected. However, the economy is extremely important to gameplay for many players, making it very necessary to work on this part of the game instead. While GM_Khronos has been providing short-term support for the economy through Events, auctions, drops, and missions, I have concentrated on longer-term changes to relieve the pressure. Because our bottleneck is still the mining system, that received major attention in this patch. Additionally, the equipment pricing system has been adjusted again to facilitate operations for players interested in equipment hauling. My goal continues to be to mold the game's existing economic systems so that the game economy is self-sustained in a semi-realistic manner by the player population. The effects of changes in this patch will take days or even weeks to be felt, and further economy work may prove necessary in future patches. This month's colocation move and preparations for it proved a major distraction from development. Now that the summer's list of disruptive activities seems to finally be over, I am hoping to concentrate on the various major projects that have been neglected for the past few months. v.1.0103 - August 19, 2005 ------------------------------------------ -Mining missions now pay on a per-unit basis, instead of paying when a certain number of units have been delivered. -Increased the total ore in each asteroid size. -Increased the global asteroid replenishment rate. -Altered production requirements for all laser devices to reduce dependence on a set of bottleneck commodities. -To cope with the recent mining MODx additions, all Light Miner class ships have received +1 MODx slot. -Pure asteroids no longer suffer "heating" slowdowns. This was changed because pures are expendable, unlike regular roids. -Added a function to the pure roid generator that will use shortage information in the economy to increase the chance of pures for the shortage commods. -Changed equipment pricing to again allow price variances: there is now a financial incentive to move equipment from a producer to a nonproducer, but a financial disincentive to remove equipment from a nonproducer station. -Extended the Faction Mission system to allow both Cargo and Mining type missions to automatically construct buildings. -Consolidated the mission PR award system to facilitate changes needed for warfare. Implemented basic changes to factional relationships based on player mission completion. -Adjusted the Abattis MODx to make it more powerful and thus more useful; changed its production requirements. -Corrected an odd bug involving splash damage and conflux behavior, probably introduced in 1.0101. -Destruction of flux by collision no longer results in a kill award. -Implemented a profanity filter feature, standard in most online games sold in recent years. |
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me too, I was woried that my mortars would get me into trouble and ive never tried an abatis, what does it do anyway?
I thought it just reduced flux laser damage, but as most flux are ammo now whats the point? Plz correct me if im wrong. Oh, and the collission thing... fantastic, :clap: :clap: :clap: Ive always felt oddly at odds with that feature. Then theres the pricing of non roduced items... even more :claps: |
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