Official Patch - Beta - 1.05 - Pre-development

Planning, discussion, release and support of registered extensions, libraries, adventures and other content is here.
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Wolfy
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Sun Mar 06, 2011 8:46 pm

Although 1.05 isn't yet out, it will be out soon, and there are a number of things that it will not be fixing.

I am currently preemptively compiling a list of tickets of things that will be fixed in B-OTP.

(I'm getting them from this link: http://wiki.neurohack.com/transcendence ... escription )

Key:
Completed
Accepted (Being worked on)
High priority (Easily done)
Mid priority (Possibly easy to fix)
Low priority (Probably couldn't be fixed anyways)
Not yet assigned a priority

Tickets: use http://wiki.neurohack.com/transcendence ... cketnumber] to view [NOTE: some are of higher priority than others to work on, I will be color-coding them later for your convenience]
Critical:
464
611
Major:
162
163
195 (re-examine & re-evaluate)
196 (re-examine & re-evaluate)
253
340 (?)
380 (start on this at least)
459
465
469
475 (Cannot be done until the actual release of 1.05)
479
481
493 (?)
495
504
513
Minor
36
179 (check this)
229 (?)
284
289 (some fix for this? Might be best to let george do it engine-side)
338 (?)
386 (may not be effectively possible yet)
430
466
478
488
566
Trivial
101
173
221
468 (redundant)
484
485 (redundant)
567 (?)
596
599
601 (not sure if this is possible form our end)
616 (not sure if this is possible from our end)


Other stuff:
-Nav beacon docking issues (probably move nav beacons further from stations)
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Wolfy
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Mon Mar 07, 2011 7:53 pm

Development has started; as you can see I have begun to prioritize tasks in that list, which is now color coded.
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Amilir
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Tue Mar 08, 2011 1:02 am

Hmm. A few comments on various tickets.

#464: Great. The description is silly though. The gaian cannon is far worse than the lazarus. The lazarus can be useful with an enhanced hyperion. The gaian cannon is never useful.

#611: I'm pretty sure the arcology doesn't arrest you for anything right now. Very easy fix.

#162: This seems to do the right thing, albeit with other stuff tacked on: http://xelerus.de/index.php?s=mod&id=801

#459: There is a reason it requires ridiculous amounts of power. Given decent armor, the lazarus is the strongest shield the player can use. The iocrym coccoon is a boss shield and three levels higher, but it still doesn't have nearly the regeneration. This makes me wary of buffing it, in case that makes it too good for part II. If you must make it more powerful in part I, I wouldn't drop the power use below 600MW, the minimum to make it useable with any weapon without enhancements.

#465: The APA is fairly reasonable for a one slot level 10 weapon. Maybe a little on the weak side, but not that bad. Taking the claw cannon as an example, it could have about a third more DPS for the two weapon slots, but a bit more than a third more power use. Even if you bump the base power use down to 300MW instead of 350, that puts it over 400MW. What I'm really saying here is: Don't go overboard. Doubling the DPS without severe penalties would not improve game balance in the slightest.

#469: Yepyep. While you're at it, could you change ares sentries to have a small firearc too? That wouldn't be a bad thing on phobses/deimoses either come to think of it, but it's doubly important for things that can't move.

#475: Comments about other weak equipment everywhere get aggravating, particularly since the two have nothing to do with each other, and even more so when you insert doubly irrelevant points. In any case, this seems somewhat reasonable.

#479: I'm not so sure. The reward for saving them is on the high end already. These stations also seem to be below most slums in ranking. Giving them dock services would seem odd. Opening up minor trading would fit better I think.

#504: 5000 credits and a decent shot at the slicer's equipment isn't half bad if you ask me. The blast plate is good even damaged. Maybe make it always leave a wreck, and a at least a damaged slicer cannon? That's worth some more credits, if nothing else.

#229: Things like this are part of why I did those ship prices. By my calculations, britannias aren't much more expensive than centurion-x classes. Because of that, if you have a decent supply of thermonukes, britannias are much better. Since the rogue fleet and wingmen don't have such a supply, centurion-x classes make sense for them. That is, I find this to be fairly consistent. Centurion-x classes were probably the first to get taken from the fleet, and some were probably made out of normal centurions.

#284: If the player is blowing up centuari bases, it does make sense to ask if they're looking for arco vaughn. The actual problem here is that the player cannot ask who arco vaughn is.

#338: There are several options here. 1: Assume that the player guessed and handed over the ID chip to prove that he is allowed to hold said equipment. The ID chip should then be identified. 2: Assume that the scanning is automated, and also scans for an ID chip. In this case it makes sense for the player to have to make the connection between the ID chip and not getting his equipment confiscated. 3: Assume that the player did not think to give the ID chip, and confiscate if the player doesn't have the chip identified. 4: Auto identify military ID chips.

Most of this applies to BM ID chips too. A useful mechanic would be to let the player name unidentified stuff like in nethack.

#430: Wouldn't this require something like enemy exclude radius, but for planets and such? Isn't that broken anyway?

#101: Don't stations also say barrels of X and such right now too? The name does have [ton(s) of] in brackets, but wouldn't we need more sting functions to work with that? Engine side fix would be easier.

#173: Basically a duplicate of #566.

#221: I find it hilarious that the gaian cannon is also bugged.

#601: Huh, capacitor weapons don't do the same thing? Or is it just less noticeable?

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Wolfy
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Tue Mar 08, 2011 2:08 am

464; no, its less useful because at least you can sell the gaian cannon XD (And the lazarus still is a crappy shield even if it can be "used" - see later comment in this post)
611; actually not necessarily, I don't remember how the arcology handles this
162; its up to george to add new content, not me
459; there are technical issues as to why it is broken vs. the iocrym, but for normal use it is one of the strongest shields up until you see just how much power it needs. It still has severe drawbacks (ie, an ares plasma cannon can deal damage to your armor even with the shield at full strength. But the main point is you can't even sell the damned thing.
465; its a double slot weapon IIRC. It is in TSB anyways.
469; nc
475; :P Point is it works.
479; not full dock service, just fuel (basically what I have in TSB atm). They also do limited trading.
504; you get 5000 credits? In that case the bug is invalid.
229; technically given the fact that brittanias are newer IIRC, they would still likely be more expensive for other reasons outside of what you would simply see in-game. The price isn't as linearly predictable in that case.
284; Talk to PKodon about that, IIRC that was his ticket about something he recently brought up in some PM conversation with me guessing by the comment (too lazy to check)
338; The way the chip works is that it gets set to what type it is on first dock. At which point it then should be identified, thus minimally changing existing functionality. at least I think that's how it worked, I'd have to check the coding again though
430; actually it wouldn't; I was going to do it via script
101; I'm going to investigate what is causing the bug anyways and see if it can be fixed. At any rate its a trivial typo, so I may just pass over it if it proves too bothersome.
173; nc
221; ironic, isnt it?
601; I think they do, but they recharge quickly enough its hard to time it right to cause the bug
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Amilir
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Tue Mar 08, 2011 3:04 am

611: I'm reasonably sure I've been arrested by the arcology before, including for station destruction, which would make this just a bugfix. I could be wrong of course.
162: Eh? I was just talking about how that mod handles upgrading reactors. Which fits perfectly in the ticket you listed.
459: I was unaware of any technical issues that make it ineffective versus the iocrym. Why does a boss battle even matter? In any case, 'strength' in the sense that I meant it is as unaffected by poweruse as it is by price. For example: Is the iocrym coccoon strong? I also specified decent armor, for the case that it gets one-shotted. It's not terribly useful with a max 1GW reactor, but the ridiculously out of level regen will make it excellent in part II even without buffs.
465: That was why I made the comment about the claw cannon.
229: Ah, right. Still.
284: Okay.
338: What? Do you even know how unknown items work? Military chips spawn and BM chips spawn, both have the same unknown type, which doesn't have varied names. An unknown chip is a virtual construct only.

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Wolfy
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Tue Mar 08, 2011 3:26 am

162; oh, I thought that it was just a new reactor addition mod
465; I guess I misunderstood what you were trying to say...
338; Yeah, I know how normal unknown items work, but IIRC, the unknown chips worked differently, at least the last time I checked, which was back in .98d, but even then I don't think they had been altered in the time since.
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Wolfy
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Fri Mar 11, 2011 4:15 pm

http://www.neurohack.com/transcendence/ ... 539#p35539 <-- fix for the ringer message; this will be included as well
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Ttech
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Sat Mar 12, 2011 1:57 am

As for the official patch, we have started using version control software HG on BitBucket
https://bitbucket.org/Ttech/official-tr ... h/overview

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