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techbear

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Reply with quote  #1 
I'm releasing 2.2.0 now, and generally I'm happy about how the monsters work and the rest of it.

However, at the party this weekend I saw crash bugs, and I've been completely unable to reproduce them.  The testers' bug reports suggest that the crash has to do with the monsters, either shooting at them or killing them, but that's not enough for me to have found it on my development equipment.

So I have a choice; keep trying to find and fix the bug before releasing 2.2.0, or release it now, and rely on you folks to help me find and fix it quickly.  I've chosen to release it.

Please help me narrow down the conditions that cause the crash in 2.2.0, and report your findings here, and I'll do everything I can to fix it and release 2.2.1 quickly.

Thank you!!!
MarkBell

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Reply with quote  #2 
Woo-hoo!  I didn't experience any of the bugs you're mentioning at the party, but we only really plowed through the piranhas.
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MarkBell

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Reply with quote  #3 
Is the link live in the downloads section?  I only see the 2.1.5 and 2.1.1 links.
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User McUser

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Reply with quote  #4 
Quote:
Originally Posted by MarkBell
Is the link live in the downloads section?  I only see the 2.1.5 and 2.1.1 links.


It's there now: http://www.artemis.eochu.com/Artemis_Upgrade_v2_2_0.exe
MarkBell

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Reply with quote  #5 
Yep, I must have jumped the gun a bit [tongue]
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captainhobojesus

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Reply with quote  #6 
Quote:
Originally Posted by techbear
I'm releasing 2.2.0 now, and generally I'm happy about how the monsters work and the rest of it.

However, at the party this weekend I saw crash bugs, and I've been completely unable to reproduce them.  The testers' bug reports suggest that the crash has to do with the monsters, either shooting at them or killing them, but that's not enough for me to have found it on my development equipment.

So I have a choice; keep trying to find and fix the bug before releasing 2.2.0, or release it now, and rely on you folks to help me find and fix it quickly.  I've chosen to release it.

Please help me narrow down the conditions that cause the crash in 2.2.0, and report your findings here, and I'll do everything I can to fix it and release 2.2.1 quickly.

Thank you!!!


Had a client crash when I killed an NSECT with a couple of beam volleys and some homing missiles. also, is there an official change log? i want all the deets on the anomoly goodness! [smile] thanks a ton Thom!
Fish Evans

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Reply with quote  #7 
Issues noted during a brief play through today:

High Priorty:
  • Unable to tell Stations to build More Plasma torpedoes
Low Priority
  • Monster (Original) Info Bleeds through with out scanning, remains as ZZ after scan (might be intentional but obscures scanned from non scanned animals)
  • Biomechs 2nd scan data bleeds through with out scanning (old but annoying bug, Posibly related to the one above?)
  • Posible to target wrecks destroy them and still pick up the goodies?  Its hard to distinguish wreck from Monsters due to the colors being the same esp when the pirana swarm is around and about.

Probably intended but possible Faults:

  • Any Pre 2.2.0 scripted Mission with oldstyle Monsters in Crash

Haven't been able to do any real stress testing yet.
Arrew

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Reply with quote  #8 
Are there patch notes or an update list?
notsabbat

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Reply with quote  #9 
without giving away too much, the upgrade system is now integrated. the upgrades are activated by the station they effect most.

Anomalies seemed to have been completely changed.

fighting enemy vessels leave behind wrecks. you can shoot them.

monsters seem to have had some tweaks done to them, so expect them to act a little differently.



I havent found any bugs yet, though I will mention one upgrade specifically that I don't understand why it was included.

***Spoiler Alert****
The science upgrade that makes scans instant for 5 min. This is so over powered as to make the science station useless if you get it. It seems to go against the spirit of the game as well as the other more modest upgrade abilities. So I am not sure why it was included
***/Spoiler Alert****

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User McUser

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Reply with quote  #10 
Quote:
Originally Posted by Arrew
Are there patch notes or an update list?


The changes.txt file reads:
------- changes for V2.2.0 -------
Many new types of Monster are now in the game.  They all behave differently.

What used to be "Anomalies" (which were just floating gas cans) are now actual "pickups", that buff your ship in different ways.

Changed mine code to be more efficient.

New PlasmaShock torpedo.  Does little damage to shields, but (if not blocked by a shield) destroys an enemy ship from the inside.

Adjusted energy rewards so you have less chance of getting so much energy your ship overheats.


Also, "ITEM_COLLECTED" and "WAR_TURN_WARNING" appear to have been added as DMX events.
Arrew

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Reply with quote  #11 
Do space aliens have shields?

Trying to consider the primary use of Plasma Torps outside of PVP? But more torps is more torps so I'll take them all the same.


Does that mean anomaly no longer give power?

ryleyra

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Reply with quote  #12 
I just made a quick pass at playtesting the new version, and here are a few of the things I noticed:

1) On the Science console, when you select an unidentified ship, the Intel appears for it if it is a Biomech. Not only does this give you information you should not get until you scan for the second time, it also makes it easy to differentiate Biomechs from enemy ships.

2) I like that the icon for the original space monster is used for all monsters, requiring you to scan them to identify them. However, when Science is zoomed in to the smallest size (the bottom dot) the "sprocket" icon is blown up to about three times its normal size.

3) The NSECT didn't seem to be doing any damage to me when my shields were down. But then I was on difficulty 1.

4) I agree with notsabbat that the Lateral Sensors upgrade seems to be overpowered. Maybe double or triple the scan rate? Or if you want to keep the instant scan, maybe give it a limited range. As it stands, you should be able to activate this upgrade immediately, and scan everything before the time runs out. There is no reason to hold it and wait for the best time to activate it, and there's no need for another one.

5) Anomalies no longer flash, making them much easier to see. Between this and Lateral Sensors, Science is really becoming useless once everything is scanned. Hiding anomalies from the Captain's Map would give Science the unique ability to find them.

6) One anomaly gave the message "DamCon teams are unaffected". I assume the anomaly was trying to replenish my DamCon teams, but the message doesn't make that clear. It's probably more likely that the ship is at full DamCon teams than that it has lost any, so the message should be written with that in mind.

7) Thank you for moving the Upgrade button so it is no longer covering the energy level. I still don't know what the items listed on the options page are, they appear to display the various upgrade types, but the ones you pick up appear in a different place.

8) When a monster is about to die, Science loses the intel on them and their name reverts to ZZ. Science can't scan them again if they've been scanned twice.

9) Since ZZ is used for the default name of an Unknown monster, the Space Monster should probably be given a new name. I would suggest something to do with crystal.

10) Monsters can be scanned twice, but it serves no purpose. I'd like to suggest listing the monster's health, as a percentage of its maximum hit points, or whatever other mechanism is used to tell how close it is to death. Monsters don't have shields, and systems damaged wouldn't apply to them. This could even be as cryptic as a verbal description, like "Undamaged", "Injured", "Weakening", "Critical Injury", "Dying". (I thought of this while writing the next post, but I think it's a good idea)

11) I'm not sure about the popup that reports the upgrade or pickup. While it's nice to know what you picked up, some people don't like popups. Maybe the Upgrade button could flash, to indicate an upgrade was picked up, and maybe display the type of upgrade?

12) I noticed the damage display on Helm/Weapons is back to blue. Thanks for that, too.

ryleyra

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Reply with quote  #13 
Quote:
Originally Posted by Arrew
Do space aliens have shields?


None of the creatures I saw showed any shield levels or damage indication on Science. NSECTs can be killed, you just don't have any indication of how close to dead it is. I'd actually like to see this added, there is no purpose to the second scan on monsters. Maybe it could add a "Health" indication, which goes from 100% to 0% when it dies.

Quote:
Trying to consider the primary use of Plasma Torps outside of PVP? But more torps is more torps so I'll take them all the same.


I tried firing a Plasma Torp at a Biomech once it's shields were down. Unfortunately, I had neglected to put up my shields, and my torps were crippled. I THINK the Plasma Torp does damage over time, which automatically knocks out an enemy ship's systems until it is destroyed.

It may also be usable against killable monsters.

Quote:
Does that mean anomaly no longer give power?


Some anomalies give power. Every time you pick up an anomaly now, a popup appears on the mainscreen. The popup either says "Energy added", gives the message about DamCon I saw before, or says "Upgrade added". This is followed by a name that represents the upgrade or pickup received, such as "HiDens Power Cell" for energy.

Destroying ships leaves behind a wreck, and destroying a wreck sometimes drops an anomaly.
Unregistered
Reply with quote  #14 
Suggestions to nerf the science station upgrade...

Make the speed improvement equal to the inverse of the square root of the distance in mls (thousands of uls). i.e. The farther away they are less boost in speed. So a target that is 4,000 uls when the scan is begun = 4 mls so boosted time will be 1/sqrt(4 mls) = 1/2 improvement in speed. Likewise, 64,000 uls when the scan is begun will be gain a 1/8 th improvement in speed. Only those things closer than 1000 uls would be instant. Then make the upgrade permanent. i.e. no 5 minute limit.

This would model the real world fact that things farther away are harder to "see" and therefore taking longer. It also would mean that a new tactic could be developed in coop games that would give a scout ship in the fleet something important to do, get close and scan!

I think the operation of the normal science scan could also be changed so that the normal time (without an upgrade) to complete the scan is longer the farther away the object is.
mjmeans

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Reply with quote  #15 
Quote:
Originally Posted by Unregistered
Suggestions to nerf the science station upgrade...

Make the speed improvement equal to the inverse of the square root of the distance in mls (thousands of uls). i.e. The farther away they are less boost in speed. So a target that is 4,000 uls when the scan is begun = 4 mls so boosted time will be 1/sqrt(4 mls) = 1/2 improvement in speed. Likewise, 64,000 uls when the scan is begun will be gain a 1/8 th improvement in speed. Only those things closer than 1000 uls would be instant. Then make the upgrade permanent. i.e. no 5 minute limit.

This would model the real world fact that things farther away are harder to "see" and therefore taking longer. It also would mean that a new tactic could be developed in coop games that would give a scout ship in the fleet something important to do, get close and scan!

I think the operation of the normal science scan could also be changed so that the normal time (without an upgrade) to complete the scan is longer the farther away the object is.
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