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Darrin

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From the Change Log (Modders Rejoice!):

------- changes for V2.7.2 -------

added some server-only hotkeys to controls.ini
SERVER_OPTION_TOGGLE
END_RESULTS_SCREEN
TOGGLE_SIMULATION
PAUSE_SIMULATION
RESUME_SIMULATION
END_SIMULATION

VOLUME_MUSIC_UP
VOLUME_MUSIC_UP
VOLUME_MUSIC_DOWN
VOLUME_MUSIC_DOWN
VOLUME_SFX_UP
VOLUME_SFX_UP
VOLUME_SFX_DOWN
VOLUME_SFX_DOWN
VOLUME_COMMS_UP
VOLUME_COMMS_UP
VOLUME_COMMS_DOWN
VOLUME_COMMS_DOWN
VOLUME_MUTE_ALL

elite ships (skaraans) now have two more special powers. One is a shield frequency scrambler, that randomly changes shield bands. The other is just like the normal
teleport, but backwards instead of forwards.
I cleaned up the elite skaraan ship brain code, so (hopefully) it uses the ship's elite abilities better and more appropriately.

made code change so there's ALWAYS a replacement fighter at SOME base

added Properties for monsters to scripting. These adjustable properties are:
speed
health
maxHealth
turnRate
age
size
skaraans launch drones more quickly, from slightly farther away. Other ships with drone launchers are similarly adjusted.
doubled arvonian fighter complements.
changed code that creates friendly stations in solo missions. This should only add more stations.
now, in most solo and coop games, a second, delayed skaraan wave will join the fight.

In artemis.ini, I added back editable torpedo values
damageTorp***, speedTorp***, turnTorp***, minutesToProduceTorp***



At Mike's Artemis January 2019 Big Pot Party, we had 4 bridges running 2.7.2, and I can only recall running into 1 "bug", but I'm thinking it should probably be kept as a "feature": the Skaraans will continue to ShieldVamp you even after they surrender, but then... of course they would! They're Skaraans! 



 

Darrin

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My apologies. I think I may have jumped the gunship a little bit... I should have titled this "First Look" instead of "released". I don't think Thom has officially released 2.7.2 yet.

Anyway... we playtested it yesterday. Looked pretty stable. 
Xavier Wise

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Added back in editable torpedo damage.... AWESOME! Really happy at that being put back in. We have missed it in the TSN RP community.

Do we have an ETA on official release?

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U.E. Admiral

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YAY! Configurable Weapons return!
Matsiyan

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The Return of Configurable Weapons!
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Mike Substelny

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Reply with quote  #6 
Darrin did accurately report everything in the change log, which should indeed make modders rejoice.

I heard a lot more than one complaint about Artemis 2.7.2 crashing, though, and I don't think Thom will release it until he has done further investigation. I heard an unconfirmed rumor that the crashes may have been triggered by capital ships with named fighters docking at bases to get fighter reloads. The moment of docking may have caused crashes. Looking around the party I did see a few locked up servers and sad crews wandering away in frustration.

I personally played three games and did not experience any crashes. I did experience the increased threat of Skaraans, who seemed much more intelligent in employing their elite abilities against us. We also got chewed up by one of those double strength Arvonian fighter squadrons. Overall I found this version of Artemis to be the most fun I have ever played.

I hope Thom can verify/track down/fix that crash bug soon so that Artemis 2.7.2 will go into general release.


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ryleyra

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I assume the shield frequency scrambler applies to all ships on the map. (As long as they are allied with the Skaraans, anyway) This is a great addition and will keep Science on their toes.

I like the return of adjustable torp damage, and editable monsters. The hotkeys should help too.

I REALLY like the "second wave". I will be looking forward to the release, although I guess Thom may also be thinking of upgrading to 3.0. EDIT: Didn't read Mike's other post before this one, looks like Artemis 3.0 isn't due until next year.


bau.movement

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Reply with quote  #8 
Oooo, I'm excited to play with changing shield frequencies... 

Also, thank you for adding back the torpedo variables, I was just looking for them in 2.7.1 for a small game I was putting together a couple weeks ago and was startled to find that they had disappeared!

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Mike Substelny

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Reply with quote  #9 
Thom recently mentioned that he found and solved the crash bug described above. I expect 2.7.2 to be released as soon as it can be tested. Perhaps before I finish this sentence. Perhaps Sunday night.
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Xavier Wise

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Reply with quote  #10 
[biggrin]
You've got me on the edge of my seat now!  If it is tonight, then I am in for a late one updating the TSN Mod (which is something I enjoy doing btw) or have to wait, on the edge of my seat, in anticipation for the update. [biggrin]

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Mike Substelny

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Interestingly, I think the crash bug was caused by a feature that is not shown on the list above. Here is how I understand it:

In Invasion Mode Thom made sure it was impossible to completely run out of shuttles/fighters - as long as at least one friendly base exists there should be at least one singleseat reload available. Something in that code malfunctioned and when a crew tried to dock and pick up that singleseat reload the server would crash.

Thom believe he has fixed that bug, but since then the temperature has been below zero and we have all been holed up in our igloos. The fix has not been tested by actual players yet.

The new feature, which should help newbie crews replenish singleseats in Invasion Mode, is intended for people who host Artemis at conventions.

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LawsonThompson

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Liking the sound of "always a fighter somewhere"! Now if I can just convince Captains to avoid launching their fighters into a 6-to-1-against Arvonian swarm... heh!
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Gypsyjuggler

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Quote:
Originally Posted by LawsonThompson
Liking the sound of "always a fighter somewhere"! Now if I can just convince Captains to avoid launching their fighters into a 6-to-1-against Arvonian swarm... heh!


Hey, that takes all the fun out of it!
Mike Substelny

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Reply with quote  #14 
Over the weekend we tested Thom's fix of the fighter replenishment bug. We played a carrier as ineptly as we could, loosing fighters and replenishing them in quick succession. The replenishment code seems to be fixed; we had no crashes when taking on replacement fighters either named or unnamed.

Unfortunately we did experience a crash bug in one game whent he last friendly space station went down in flames. Last night I got a message from Thom saying he fixed that bug, too. I hope Artemis 2.7.2 is tested and released soon.

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ryleyra

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Reply with quote  #15 
Quote:
Originally Posted by Mike Substelny
Over the weekend we tested Thom's fix of the fighter replenishment bug. We played a carrier as ineptly as we could, loosing fighters and replenishing them in quick succession. The replenishment code seems to be fixed; we had no crashes when taking on replacement fighters either named or unnamed.


… named or unnamed...

Just for grins, if the fighter replenishment bug takes over, I would have the fighters be named with increasingly joking names. Like start out with "Lazarus" and "Zombie" and end up with "Cannon Fodder" and "Red Shirt". 😃

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