1.7 Alpha 1a Update

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george moromisato
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I just released a quick bug fix update to 1.7 Alpha 1. This new build fixes a couple of nasty crash bugs and it tweaks the weapon balance a bit more. The full list of fixes is here:

https://ministry.kronosaur.com/program. ... sed&tag=51

This build will be automatically downloaded if you're using Alpha 1 and you're signed in. Otherwise, you can download it manually at: http://kronosaur.com/downloads/TranscendenceNext.zip.

Thanks to everyone who posted bugs and suggestions!
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Song
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It's looking good and my problems with memory leak crashes seem to be gone, but I've run into an old bug that I'll describe here again: under some circumstances the game engine can become confused as to what weapon should play what sound. Currently my moskva 11 is playing the laser sound, and the chimeric laser cannons on C!Hornets are using snRecoillessCannon. The problem is fixed by exiting and reloading, so I can't provide a savefile. I triggered the glitch by attacking the C!Anarchist station with an auton swarm.....mostly autosentinels with Valjor 50's, but a few tridents and other matter weapons as well. The glitch triggered during combat, so I think that if a whole bunch of weapons are firing at any given time, possibly from different sources, it messes up the way the game caches sounds. Not entirely sure.....the sound system's a bit wierd in Transcendence in general.
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Xephyr
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Looks like the "AI attacking dead stations" bug is back in this release.

Seems to happen when enemy stations spawn too close to friendlies.

Edit: Ticketed. http://ministry.kronosaur.com/record.hexm?id=53990
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shanejfilomena
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ty, George : don't suppose my buggy Anton ever got reported but I don't know how to do it other then the forum..Guards keep kicking me off the Ministry property because I have dogs...
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Song
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Shrike wrote:It's looking good and my problems with memory leak crashes seem to be gone, but I've run into an old bug that I'll describe here again: under some circumstances the game engine can become confused as to what weapon should play what sound. Currently my moskva 11 is playing the laser sound, and the chimeric laser cannons on C!Hornets are using snRecoillessCannon. The problem is fixed by exiting and reloading, so I can't provide a savefile. I triggered the glitch by attacking the C!Anarchist station with an auton swarm.....mostly autosentinels with Valjor 50's, but a few tridents and other matter weapons as well. The glitch triggered during combat, so I think that if a whole bunch of weapons are firing at any given time, possibly from different sources, it messes up the way the game caches sounds. Not entirely sure.....the sound system's a bit wierd in Transcendence in general.
I found the old ticket for this....I was right to think I'd reported it: https://ministry.kronosaur.com/record.hexm?id=1799

Curious old bug, that.
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Xephyr
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There may be an issue with Ringers - in the late game, they can spawn fairly close to Ares shipyards, and since they have a higher range now, they can just keep shooting ships as they spawn in. I suspect the range was adjusted with the enemy exlusion radius in mind, but since the ships patrol a few light seconds away it's not quite there yet.

Edit: Ticketed: http://ministry.kronosaur.com/record.hexm?id=54046
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Automatic updating did not work for me. It started downloading but the download stopped when nearly finished (at 38,4 MB). Had it three times in a row and decided to download the zip. That installed flawlessly.
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I already noticed in 1.7a1 that Korolov stations stop giving out missions if there are no friendly stations in system.
In my current game there are several freighters to escort and I have the required rank, but dont get any missions.
The station also doesnt offer the "destroy charon pirates fortress mission".
So the player cant advance in Korolov rank and needs to skip that system.

https://ministry.kronosaur.com/record.hexm?id=54187
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sun1404
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I believe the Kolorov situation is intended and has always been the case, no? I almost always need to skip a Kolorov or two in a game.
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Still, I think it's okay for Korolov stations to handle that situation more elegantly. It'd work to only spawn them when there are stations that qualify for shipping, or to allow escort missions to stargates.

Korolov exists to offer protection to freighters, so if there aren't any in need of escort they have no reason to build a station in a system.
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sun1404
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It's possible to have the last qualifying friendly station destroyed, and then I think it's reasonable to let the Kolorov missions become unavailable from that station. I like the way the missions aren't 'guaranteed', but rather having there availability rely somewhat on luck.
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sun1404 wrote:It's possible to have the last qualifying friendly station destroyed, and then I think it's reasonable to let the Kolorov missions become unavailable from that station. I like the way the missions aren't 'guaranteed', but rather having there availability rely somewhat on luck.
In that (very unlikely, but possible) scenario, that's a decent way of handling it. If that occurs, there should be some sort of explanation, though.
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JohnBWatson wrote:
sun1404 wrote:It's possible to have the last qualifying friendly station destroyed, and then I think it's reasonable to let the Kolorov missions become unavailable from that station. I like the way the missions aren't 'guaranteed', but rather having there availability rely somewhat on luck.
In that (very unlikely, but possible) scenario, that's a decent way of handling it. If that occurs, there should be some sort of explanation, though.
As I always read Korolov's instructions, the station Should give out , in the very least a 'Gate Mission or the 'Destroy Fortress : regardless of friendly stations.

I do agree that an added text to explain the situation of why it will not give out a mission : such as with the Corporate Command Text for when you gate into the system and the HQ is right there at the Gate and you take on the full force of the Chimeras using the gate for protection from most of their weapons........then when you reach the Corporate Platform the lack of the primary target brings up the text that they are packing up and getting ready to leave.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
JohnBWatson
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shanejfilomena wrote:
As I always read Korolov's instructions, the station Should give out , in the very least a 'Gate Mission or the 'Destroy Fortress : regardless of friendly stations.

I do agree that an added text to explain the situation of why it will not give out a mission : such as with the Corporate Command Text for when you gate into the system and the HQ is right there at the Gate and you take on the full force of the Chimeras using the gate for protection from most of their weapons........then when you reach the Corporate Platform the lack of the primary target brings up the text that they are packing up and getting ready to leave.
Yeah, the expansions definitely need to handle preemptive destruction of important targets. There's a major glitch associated with killing Luminous before you're supposed to.

EDIT: Started a new testing run. Omnidirectional turbolaser is definitely OP. Was able to grab it in the first system, it comfortably fits the starting reactor, and it can kill pretty much anything that's not a station or capital ship up until halfway through the game. I definitely recommend nerfing its range and upping its power requirement.

I was also able to make 10k credits killing smugglers. They really need to be better protected.
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JohnBWatson wrote:EDIT: Started a new testing run. Omnidirectional turbolaser is definitely OP. Was able to grab it in the first system, it comfortably fits the starting reactor, and it can kill pretty much anything that's not a station or capital ship up until halfway through the game. I definitely recommend nerfing its range and upping its power requirement.
While many weapons were rebalanced in 1.7 alpha, the turbolasers were left untouched and have not been changed since 1.01. They are no more overpowered than before. Omni turbolaser is strong, but not overpowered (unless acquired earlier than expected). Not everything that is powerful is overpowered.

Before 1.7, omni particle cannon was bad, due to low DPS and too many resistant enemies, which made omni turbolaser more desirable. Now, with better DPS and Sung losing particle resistance, omni particle cannon is better than before.

If you are lucky enough to find a level 4 or 5 weapon in the first system, you will be very strong or overpowered for a while. In one game, I remember finding an EMP cannon as loot in Eridani, and Battle Arena and Kronosaurus became cakewalks. Enjoy your lucky out-of-depth finds. Similarly, a salvager looted (and installed) a dual particle beam weapon in the second system, and while I had laser-resistant defenses, I was unprepared for particle attacks, and almost lost the game after I attacked the upgraded Salvager.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
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